For Glory and Honor! A cultivation riot quest.

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Can SV lead it sect to glory or will it create nothing more than a trashfire? Lets see.
Opening Post

DangerKitty

shoddy writter
Location
lala land
In this riot quest each one of you will represent a Clan. The characters you directly control are the Patriarchs/Matriarchs of your Clan. Every turn you will get three actions at base. One action is your general action which represents your joint control with other players of the sect head. Your public action and the last is your private, or secret action.

Your public action is the action in which you put the resources of your Clan at large towards a specific goal. This goal might be taking care of an issue that has arisen for the sect at large or developing and processing crops to feed said sect. Developing a sect treasure, pills or lifesaving treasures also fall under this action.

Private actions are the actions devoted to the benefit of your Clan only. Secretly developing life-saving treasures or secret weapons, shadow successors or developing bloodline and secret techniques all fall under this category. You may also do things in this category that go against the established rules of the sect. You can use this to spy on other players to see their secret actions and divulge the info to the sect head. You can use it to steal treasures or even assassinate or attack other players. Votes in this category may be publicly posted along with your public action, or you may submit them to me in a private PM conversation to keep your secrecy.

In order to curb the inherent toxicity of this, when you target other players you will receive bad karma. Your karma value is hidden and influences the random events that effect your clan. If you have good karma then good things are more likely to happen. If you have bad Karma then worse things are likely to happen.

The players at large may have the sect head conduct investigations into clans with particularly bad karma. If the investigations are successful then your clan will be declared demonic and your clan will split off to become one of the antagonists for the quest.

_


Where you want your budding sect to be placed?

[] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.

[] In a large inland city. A mix of both worlds, there are plenty of resources for you to exploit in the surrounding lands, but you are not the only sect in this city. You must compete with them for your resources. Able to trade with both the capital and frontier cities and sects, there is always opportunity if you can but succeed in grasping it. Demonic sects and spirit beasts can be serious issues for your sect, but most threats only threaten your trade. When disaster strikes help will be swift if you have kept good relations with your neighbors. If you haven't, then you might find a knife in your back.

[] In a large coastal city. The most focused on trade, it is easy for your to establish routes with inland cities and even other countries! However, your unique opportunities present their own issues. Trade with foreign countries can be very profitable, but it invites great scrutiny from imperial powers. Balancing your political situation with forces both internal and external may prove challenging. Especially when you must contest with sea monsters and demonic cults. Rivalry and contests with other sects in this city is something more of a game than anything too serious. Unless things turn truly sour.

[] Nowhere. Yours is a roaming sect. Untethered and free, your outer sect members change constantly. However, the core of your sect is comprised of a well traveled and experienced core of cultivators. Spurning conventional notions of strength and wealth, your sect seeks knowledge and enlightenment above all else. You often travel and consort with righteous and demonic sects both and must be careful to keep yourself neutral while still performing jobs and mercenary work to keep your traveling troupe financially afloat.

_

Next vote will be what the specific focus of your sect is. The vote after that will be for your sect head. You may submit your sect family at any time. The initial size of your sect will be determined by the amount of players.


_

Note that multiple players are allowed to control the same clan. Thereby increasing clan size. 1 player must be the patriarch/matriarch. All other players from such clans will be referred to as elders. These clans will be larger, but will still only have one public action, but will be allowed as many private actions as there are players.

As for joining other players. Ask in thread if you can join someones clan. If they approve, make a clan sheet depicting that elders background within the clan.

This allows that clan to start with as many cultivators as there are players that join it.


_


Form (Pictures optional):

Family name (The last name. Must be unique from all other players):

Patriarchs/Matriarchs name:

Patriarchs/Matriarchs focus:

Family/Clan focus: Mercantile/Military/Political/Research

Clan Specialty:

Clan description/background:


_


A/N: If you want to give input on the riot system, now is the time to do it. Lets see how long this lasts.
 
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Clan stats
Player/Clan list:


Military Clans


Clan Name: Ling
Clan Patriarch :

Patriarch Ling Wu ( @uri ): Late attunement: 518 Combat power.

Clan Elders:

Ling Luòtuó ( @moon-llama ): Early attunement: 360 Combat power.

Yang/Ian ( @Bylba ): Early attunement: 360 Combat power.

Ling Chen ( @NSchwerte ): Early attunement: 360 Combat power.

Clan Money: 2500
Clan Fame: 2
Clan resources: 300
Clan Mortals: 40k
Clan Buildings:
Clan Treasures: none
Clan NPC Cultivators: none
________________________________________________________________________________________


Clan Name: Tang
Clan Patriarch:

Tang Junjie( @Vanestus ): Mid attunement: 432 Combat power.
+
Spectral Fangs Necklace (Rare): A necklace made from the fangs of a ferocious beast. Allows the users to manifest and manipulate Spectral replicas of the fangs on the necklace to great effect. Each fang contains enough power to shatter a tree trunk in a single strike.
+ 300 Combat Power to Assigned Cultivator.
=
732 Total Combat Power
Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: none
Clan Treasures:


Spectral Fangs Necklace (Rare): A necklace made from the fangs of a ferocious beast. Allows the users to manifest and manipulate Spectral replicas of the fangs on the necklace to great effect. Each fang contains enough power to shatter a tree trunk in a single strike.
+ 300 Combat Power to Assigned Cultivator.
Assigned Cultivator: Patriarch Tang Junjie

Clan NPC Cultivators: 0

________________________________________________________________________________________

Clan Name: Zhìxìng
Clan Patriarch :

Patriarch Lai Zhìxìng ( @Abyssinian ): Mid attunement: 432 Combat power.

Clan Elders:

Zhìxìng Zheng ( @Paloneia ): Early attunement: 360 Combat power.

Clan Money: 1500
Clan Fame: 2
Clan resources: 200
Clan Mortals: 20k
Clan Buildings:
Clan hall:
The House of Laws: The building, containing of course the living quarters for the clan with all the relevant amenities, is notable for the containing in the Entrance Hall shelves containing all the Laws books bearing the Empire's Seal of Authenticity. Mortals, even outside the Clan, are free to come here to consult the books and ask questions to the Clan members stationed here about the Empire Laws when in doubt. Laws doesn't admit ignorance and the Zhìxìng do their best in providing this service.
+1 to fame
+Increased mortal Happiness
Clan Treasures: none
Clan NPC Cultivators: none

_____________________________________________________________________________________

Clan name: Chengbao
Clan Patriarch:

Chengbao Jiang ( @Lord Necromancer ): Mid attunement: 432 Combat power.

Clan Elders:

Chéngbǎo Xiao ( @Yatr ): Early attunement: 360 Combat power.

Clan Money: 1500
Clan Fame: 1
Clan resources: 200
Clan Mortals: 40k
Clan Buildings:
Clan Treasures:
Clan Cultivators:

______________________________________________________________________________________

Clan Name: Ke
Clan Patriarch:

Patriarch Ke Xuan( @zinay ): Mid attunement: 432 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: none
Clan Treasures:
none
Clan NPC Cultivators: 3

Ke Luang: Early Awakening cultivator. Combat power 12

Ke Kong: Early Core formation cultivator. Combat power 100

Ke Mei: Late Core Formation Cultivator. Combat power 144

_________________________________________________________

Mercantile Clans


Clan Name: Cang
Clan Patriarch:

Cang Wei( @Edkose ): Mid attunement: 432 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: none
Clan Treasures: none
Clan NPC Cultivators: 3

Cang Li: Late Coalescence Cultivator. Combat Power 50

Cang Kong: Early Core Formation Cultivator. Combat Power 100

Cang Mei: Early Coalesence cultivator. Combat power 34

_________________________________________________________________

Clan name: Po
Clan Patriarch:

Wan Po (@tri2 ): Late Attunement: 518 Combat Power

Clan Elders: None
Clan Money: 1000
Clan Fame: 3
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None

_____________________________________________________________________

Clan name: Hsuing
Clan Patriarch:

Hsiung Jing (@Easter ): Mid attunement: 432 Combat power.

Clan Elders:

Hsuing Long ( @wrecksalot ): Early attunement: 360 Combat power.

Clan Money: 1500
Clan Fame: 3
Clan resources: 200
Clan Mortals: 20k
Clan Buildings:
Clan Treasures:
Clan Cultivators:


____________________________________________________________________________

Clan name: Bianzhi
Clan Patriarch:

Bianzhi Meirong (@KreenWarrior ): Mid attunement: 432 Combat power.
+
Qi Technique (Rare): Weaver of Sorrows. The user is able to weave sorrow into their work, adding 1d20 to crafting (cloth) rolls and giving the resulting armor a random effect.
+
Qi Technique (Rare): Threadancer. A movement art, the user gains the ability to walk upon surfaces as thin as a thread as though it were open ground. +20 combat power. +1d20 to escape and chase scenes in the mountains.
=
452 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None



_________________________________________________________________

Clan name: Bao
Clan Patriarch:

Bao Zhi (@Orbmorb ): Mid attunement: 432 Combat power.
+
Qi Technique (Rare): The duality of the oven and the icebox. Allows the user to precisely alter the temperature in a given area. More effective indoors. +1d20 to cooking crafting rolls. + 20 combat power, 30 if fighting inside a building.
+
Qi Technique (Rare): Dividing Meat from Bone. A technique for slaughtering and butchering animals quickly and effectively. Unexpectedly poorly suited for combat due to technique prep time, but it has its uses. +1d20 to Processing rolls. +80 combat power when used in an assassination, if the user has prep time.
=
452 (542 conditional) Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None



_________________________________________________________________

Clan name: Zhang
Clan Patriarch:

Zhang Guang (@LordEdric ): Mid attunement: 432 Combat power.
+
Companions:
Unawakened Lightning Rat: 6 Combat Power. 9/10 progress towards awakening. A rare resource must be spent to awaken.
=
Combat Power Total: 438

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None
Clan Bloodlines:
Man-Beast Dual-Fusion Cultivation Bloodline: A odd bloodline that doesn't improve the owner's strength directly, but adapts bloodline holder's body to a beast they bond with. The holder of the bloodline will first tame a beast, and then trade blood essence with each other, giving the human beast like qualities, instincts, and affinities, and the beast will gain improved intelligence and reasoning. Thus, it is suggested for those with this bloodline to not bond with too many beasts, until they master the animal instincts and power.


___________________________________________________________________

Clan name: Lumeng
Clan Patriarch:

Lumeng Zhao (@Arcanestomper ): Late Attunement: 518 Combat Power

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None


____________________________________________________________________

Clan name: The Buchi Clan
Clan Patriarch:

Zhan Buchi ( @MangoFlan ): Mid attunement: 432 Combat power.

Clan Elders:
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 30k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None

_______________________________________________________________________________

Clan name: Zywa
Clan Patriarch:

Zywa Aiguo (@Killer_Whale ): Mid attunement: 432 Combat power.
+
Qi Technique (Rare): Return. Returns the user to their clan home so long as they are in a 2k mile radius. Can be used as a lifesaving treasure to escape combat if not ambushed. Can not be used if combat is engaged. Can be used to guarantee cargo transportation (so long as you make it to where the cargo is being picked up). 3 turn cooldown.
+
Qi Technique (Rare): The memory palace. A technique that allows the user to accurately memorize information and recall it rapidly. + 40. +1d20 to political and research missions.
=
472 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None

_______________________________________________________________________________

Research

Clan Name: Zhìxìng
Clan Patriarch :

Patriarch Wen Xiáng ( @Vamair ): Mid attunement: 432 Combat power.

Clan Money: 1000
Clan Fame: 2
Clan resources: 100
Clan Mortals: 20k
Clan Buildings:
Clan hall:
-The Wén library
+1 to fame
+Increased mortal Happiness
Clan Treasures: none
Clan NPC Cultivators: none


________________________________________________________________________________

Clan name: Chen
Clan Patriarch:

Chu Chen (@Mintart ): Mid attunement: 432 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None
Clan Bloodlines:
Ancestral Memory Bloodline (Common): A utility bloodline that allows for one to store their memories in their blood to be awakened by future cultivators of their line once they also awaken it. This bloodline also allows for one to peer into another's ancestral memories if they are at a lower cultivation then them by mixing both parties blood essence and drinking it.
+1d10 to research rolls
+1d10 to intrigue rolls
__________________________________________________________________________________

Clan name: Cui
Clan Patriarch:

Cui Kongjin (@Ryumancer ): Mid attunement: 432 Combat power.
+
Qi Technique (Rare): Aqueous Flame Arts: A flame technique utilizing a blue heatless flame that liquifies thing by and application of fire and water qi. Though dangerous to the touch, the art was intended more for crafting than fighting as evidenced by the slow nature of the flames. +20 combat power. +1d20 to crafting rolls.
+
Qi Technique (Rare): Stillwater Lenses Chart the Currents: A water element perception technique focused on visually tracking motion, both physical and spiritual. This technique assists the user in finding weakspots in their enemies fighting styles and to help prevent flaws or mistakes when crafting or creating qi techniques. +10 combat power. +1d20 to crafting rolls. +1d20 to technique research rolls.
=
462 Combat power.
Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None
_______________________________________________________________________________

Clan name: Song
Clan Patriarch:

Mei Song (@Clockwokis ): Mid attunement: 432 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
- 3 100 year lotuses (rare): +1d20 to alchemy, crafting or cooking roll per lotus. +20 to cultivation per lotus.
- 2 Qi infused Tea leaves (Rare): +1d20 to cooking, meditation or trade rolls. +10 to cultivation per cup of tea.
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None

_________________________________________________________________________________

Clan Name: Du
Clan Patriarch :

Patriarch Du Jian ( @SootCube ): Mid attunement: 432 Combat power.

Clan Elders:

Du Xong (@Void Stalker ): Early attunement: 360 Combat power.

Clan Money: 1500
Clan Fame: 2
Clan resources: 200
Clan Mortals: 20k
Clan Buildings:
Clan hall: A place for mortals to bring their problems to the attention of the clan as well as a place for clan members to gather and hold meetings or receive guests.
+1 to fame
+Increased mortal Happiness
Clan Treasures: none
Clan NPC Cultivators: none


_________________________________________________________________________________

Clan Name: Wù
Clan Patriarch:

Professor Wù Chǒng( @HousePet ): Mid attunement: 432 Combat power.
+
Shackles of the Ancients (Rare): A Manacle and chain that can be worn around the wrist. The user may activate them once per turn to summon chains from the earth which constrain a target, draining them and empowering the user. The user receives the following benefits in that scene.
+ 100 Combat Power to Assigned Cultivator.
+1d20 to capture checks.
+2d20 to escape and chase checks.
=
432 (532 conditional) Total Combat Power
Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: none
Clan Treasures:


Shackles of the Ancients (Rare): A Manacle and chain that can be worn around the wrist. The user may activate them once per turn to summon chains from the earth which constrain a target, draining them and empowering the user. The user receives the following benefits in that scene.
+ 100 Combat Power to Assigned Cultivator.
+1d20 to capture checks.
+2d20 to escape and chase checks.
Assigned Cultivator: Patriarch Wù Chǒng

Clan NPC Cultivators: 0

________________________________________________________________________________

Clan name: The Forged
Clan Patriarch:

Elder Forged (@_Plague Doctor_ ): Mid attunement: 432 Combat power.
+
Qi Technique (Rare): Chronos; Haste. This technique speeds up the users time flow, Allowing them to move and attack faster than normal. +40 Combat Power
+
Qi Technique (Rare): Chronos; Slow. This technique coats the users weapons or fists in a slowing aura that temporarily slows those who are hit Making them easier to outmanuver and dismantle in a timely fashion. +40 combat power when fighting in melee. +60 if Chronos; Haste is also active.
=
512(532) Combat power.
Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None


__________________________________________________________________________________
Clan name: Songshan
Clan Patriarch:

Songshan Mian (@Roth963 ): Mid attunement: 432 Combat power.
+
Qi Technique (Rare): Living Fortress. The user can fuse their body to an area or structure, becoming rooted in place. The longer they are rooted the more power this grants. + 90 combat power in defensive battles or with full prep.
+
Qi Technique (Rare): Statue guardians. The user may use an action and a significant amount of resources to craft a stone construct that is capable of combat. The strength depends on the resources spent during creation and the crafting rolls to make it. User may currently control 1 at a time or 2 if Living fortress is active.
Current guardians: 0
=
522 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None



Political


Clan name: Tongyong
Clan Patriarch:

Tongyong Chengshi (@DiscordOxymoron ): Late Attunement: 518 Combat Power

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: None
Clan Treasures: None
Clan Cultivators: None
_____________________________________________________________________________________

Clan Name: Lender
Clan Patriarch:

Orthos Lending(@Nordlending ): Mid attunement: 432 Combat power.

Clan Elders: None
Clan Money: 1000
Clan Fame: 1
Clan resources: 100
Clan Mortals: 10k
Clan Buildings: none
Clan Treasures: none
Clan NPC Cultivators: 3

Dimo Lending: Mid Awakening Cultivator. Combat power 14

Ankylo Lending: Early Core formation cultivator. Combat power 100

Skolios Lending: Late Core Formation Cultivator. Combat power 144
___________________________________________________________________
 
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[x] In a large inland city. A mix of both worlds, there are plenty of resources for you to exploit in the surrounding lands, but you are not the only sect in this city. You must compete with them for your resources. Able to trade with both the capital and frontier cities and sects, there is always opportunity if you can but succeed in grasping it. Demonic sects and spirit beasts can be serious issues for your sect, but most threats only threaten your trade. When disaster strikes help will be swift if you have kept good relations with your neighbors. If you haven't, then you might find a knife in your back.
 
[x] In a large inland city. A mix of both worlds, there are plenty of resources for you to exploit in the surrounding lands, but you are not the only sect in this city. You must compete with them for your resources. Able to trade with both the capital and frontier cities and sects, there is always opportunity if you can but succeed in grasping it. Demonic sects and spirit beasts can be serious issues for your sect, but most threats only threaten your trade. When disaster strikes help will be swift if you have kept good relations with your neighbors. If you haven't, then you might find a knife in your back.
 
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.

Looks interesting though a little leery on the player conflict though that will likely be patched as it goes
 
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.
 
[X] Nowhere. Yours is a roaming sect. Untethered and free, your outer sect members change constantly. However, the core of your sect is comprised of a well traveled and experienced core of cultivators. Spurning conventional notions of strength and wealth, your sect seeks knowledge and enlightenment above all else. You often travel and consort with righteous and demonic sects both and must be careful to keep yourself neutral while still performing jobs and mercenary work to keep your traveling troupe financially afloat.
 
[X] Nowhere. Yours is a roaming sect. Untethered and free, your outer sect members change constantly. However, the core of your sect is comprised of a well traveled and experienced core of cultivators. Spurning conventional notions of strength and wealth, your sect seeks knowledge and enlightenment above all else. You often travel and consort with righteous and demonic sects both and must be careful to keep yourself neutral while still performing jobs and mercenary work to keep your traveling troupe financially afloat.
 
Adhoc vote count started by DangerKitty on Sep 24, 2023 at 8:11 PM, finished with 11 posts and 6 votes.

  • [x] In a large inland city. A mix of both worlds, there are plenty of resources for you to exploit in the surrounding lands, but you are not the only sect in this city. You must compete with them for your resources. Able to trade with both the capital and frontier cities and sects, there is always opportunity if you can but succeed in grasping it. Demonic sects and spirit beasts can be serious issues for your sect, but most threats only threaten your trade. When disaster strikes help will be swift if you have kept good relations with your neighbors. If you haven't, then you might find a knife in your back.
    [X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.
    [X] Nowhere. Yours is a roaming sect. Untethered and free, your outer sect members change constantly. However, the core of your sect is comprised of a well traveled and experienced core of cultivators. Spurning conventional notions of strength and wealth, your sect seeks knowledge and enlightenment above all else. You often travel and consort with righteous and demonic sects both and must be careful to keep yourself neutral while still performing jobs and mercenary work to keep your traveling troupe financially afloat.


3 way tie. I will close voting when i have time to write the next updoot
 
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[X] Nowhere. Yours is a roaming sect. Untethered and free, your outer sect members change constantly. However, the core of your sect is comprised of a well traveled and experienced core of cultivators. Spurning conventional notions of strength and wealth, your sect seeks knowledge and enlightenment above all else. You often travel and consort with righteous and demonic sects both and must be careful to keep yourself neutral while still performing jobs and mercenary work to keep your traveling troupe financially afloat
 
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.
 
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.
 
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.
 
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.
 
Clan Matriarch Hsiung Jing
[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.

A possible sheet, if the background is off for any reason please tell me and I'll fix or change it.
Form (Pictures optional):

Family name (The last name. Must be unique from all other players): Hsiung

Patriarchs/Matriarchs name: Jing

Patriarchs/Matriarchs focus: Diplomacy

Family/Clan focus: Mercantile

Clan Specialty: Exploration

Clan description/background: The Hsiung are a people of the frontier, having lived there since the empire's founding. A particularly widely traveled family, the homeland or origin of their clan has been lost to time. Though some elders claim an origin from dragons the lack of a mystical bloodlines puts much doubt to the claim. Nonetheless, this family is one that had made its wealth via its connections in the frontier and in the barbarian held lands along with a willingness to undertake risks to make new contacts within such dangerous lands.

While widely spread across the frontier they were rarely interested in the central provinces where they quite often found scorn as "bumpkins' or half-barbarians due to their connections. But even with that treatment, when the idea of a sect being created in the region was announced they were interested, investing in the project when it was originally founded and thus finding a stable position in the organization for their younger generations to be something greater than before.
 
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My clan app

Form (Pictures optional):



Family name (The last name. Must be unique from all other players): Zhang

Patriarchs/Matriarchs name: Guang

Patriarchs/Matriarchs focus: Spirit Beast Tamer

Family/Clan focus: Mercantile

Clan Specialty: Beast Breeders/Miners

Clan description/background: Guang Zhang discovered he had a way with animals from a young age. The small pests of his family mine always seemed to understand him and were just that little bit smarter the longer he spent with them.

It was one day, when a small spirit beast, an electric rat, appeared on the mine and was beaten by Guang. The beast was barely able to shock a normal person, mostly using its power to surprise predators so it can run away.

Guang figured out a way to mix what little Qi he had with the beast as they started to train together. This allowed both of them to grow far faster than they would normally. The both eventually became cultivators together.

Guang defeated the second spirit beast working with his rat and after adding his Qi to the beast throughout the battle, he was able to tame it.

This, a new method of taming and training beast , caught the eye of the sect. The whole Zhang clan moved to join the Sect on the frontier. The clan stayed with their roots as miners, but with Guang's help, they would soon be more…
 
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[X] On the frontier. Far from proper civilization you have unfettered access to raw resources and little by the way of taxation. You are able to make large amounts of money by trading raw resources with sects from the inner lands in exchange for goods and treasures if they survive the journey. However, such pure opportunity also comes with its dangers. Demonic sects, spirit beasts, common bandits and demons plague your lands and make it difficult for you to eke out a living. When disasters do strike, your government will be slow to send aid, if they ever do at all.

A possible sheet, if the background is off for any reason please tell me and I'll fix or change it.
Form (Pictures optional):

Family name (The last name. Must be unique from all other players): Hsiung

Patriarchs/Matriarchs name: Jing

Patriarchs/Matriarchs focus: Diplomacy

Family/Clan focus: Mercantile

Clan Specialty: Exploration

Clan description/background: The Hsiung are a people of the frontier, having lived there since the empire's founding. Said to be descended from dragons, this clan holds closely to many of the perceptions of dragons in their greed, honor, and strength. Partially nomadic, many in the clan have long traveled lands both near and far to seek out adventure, trade, and new people. Leading to a wealthy clan of traders and adventurers.

Though they were rarely interested in the central provinces where they quite often found scorn as "bumpkins' or half-barbarians due to their connections with border barbarians that existed on the edge of the empire. But even with that treatment, when the idea of a sect being created in the region was announced they were interested, investing in the project when it was originally founded and thus finding a stable position in the organization for their younger generations to learn before they went out exploring.

My clan app

Form (Pictures optional):



Family name (The last name. Must be unique from all other players): Zhang

Patriarchs/Matriarchs name: Guang

Patriarchs/Matriarchs focus: Spirit Beast Tamer

Family/Clan focus: Mercantile

Clan Specialty: Beast Breeders/Farmers

Clan description/background: The Zhang clan's secret technique allowed them to form great bond of friendship with any beast. What truly gives them an edge over others, is that they can tame adult monsters by defeating them in battle. Most tamers must either raise a beast from youth or bribe a strong monster to join them, both of which takes much more resources than the Zhang clan skill.

The Clan moved to the frontier to gain access to unique beast and open land to raise and train the tamed beast. Unfortunately, after a few years of reckless taming that the clan found themselves in difficult financial times from having to feed all their beasts. The Patriarch at the time ordered converted a part of their land into spirit grain farms to provide basic food for many of the beasts. Many tamed beast found themselves working along side their tamers to till and protect ever larger portions of land.

All kinds of beasts now live with the clan filling as many jobs as humans.
The main thing for family backgrounds is that all of your families are new to the cultivator world. They may have storied histories as a mortal clan, but your patriarch/matriarch is your clans only cultivator at the start. Which is what got them inducted into the sect.

You'll develop your history as a cultivator clan via quest.
 
Clan matriarch Mei song
Form (Pictures optional): tall, black hair, golden eyes

Family name (The last name. Must be unique from all other players): Song

Patriarchs/Matriarchs name: Miao song

Patriarchs/Matriarchs focus: Research

Family/Clan focus: Research

Clan Specialty: Herbalism/alchemy

Clan description/background: a small herb/tea buisness granted an alchemy manual by a grateful passing cultivator who enjoyed the tea.
 
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The main thing for family backgrounds is that all of your families are new to the cultivator world. They may have storied histories as a mortal clan, but your patriarch/matriarch is your clans only cultivator at the start. Which is what got them inducted into the sect.

You'll develop your history as a cultivator clan via quest.
Ok, adjusted the backstory, give my guy his own technique and 2 beasts(as a tamer I figure he needed at least a few) and left his actual level vague for later.
 
[X] In a large coastal city. The most focused on trade, it is easy for your to establish routes with inland cities and even other countries! However, your unique opportunities present their own issues. Trade with foreign countries can be very profitable, but it invites great scrutiny from imperial powers. Balancing your political situation with forces both internal and external may prove challenging. Especially when you must contest with sea monsters and demonic cults. Rivalry and contests with other sects in this city is something more of a game than anything too serious. Unless things turn truly sour.

Form (Pictures optional): short, old, long white hair worn in braids,

Family name (The last name. Must be unique from all other players): Bao

Patriarchs name: Bao Zhi

Patriarchs focus: Immortal Cuisine

Family/Clan focus: Mercantile transitiong to Research

Clan Specialty: Cooking/Restaurant management

Clan description/background: The Bao clan operates Fresh Delights*, the finest restaurant in the province**.
Several years ago a wandering cultivator chef borrowed* the kitchen of Fresh to prepare a meal. Just as he finished plating, a rival attacked him. The chef managed to defeat his rival, but the dining room was largely destroyed in the battle and several of the staff and guests were injured. The wandering Immortal felt bad enough about this to share a few bites of his meal with Bao Zhi, causing him to Awaken. The chef left the city the next day.

Since then Bao Zhi has been obsessively trying to recreate the meal that Awakened him, to limited success. He has created recipes with minor cultivation benefits, a pastry that can change a person's hair color, and a soup that cures many diseases.

*Formerly Fresh Fish Daily Catch Best Prices, renamed when they rebuilt the dining room.
**Formerly the city, this claim was expanded when the resturant was renamed. So far no one who has contested this claim has had the strength to defeat Bao Zhi.

Edit: changed the resturant name, with thanks to @LordEdric for an inspiring suggestion
 
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[X] In a large coastal city. The most focused on trade, it is easy for your to establish routes with inland cities and even other countries! However, your unique opportunities present their own issues. Trade with foreign countries can be very profitable, but it invites great scrutiny from imperial powers. Balancing your political situation with forces both internal and external may prove challenging. Especially when you must contest with sea monsters and demonic cults. Rivalry and contests with other sects in this city is something more of a game than anything too serious. Unless things turn truly sour.
 
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