Hmmph... this junior is a good seed [Cultivation Management Quest]

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Run your own Xianxia faction! Offend old monsters! Raise good seeds! Face heavenly tribulations! And remember, always support your Young Masters, no matter who they offend.
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New Good Seed and Omake Rule Updates
Good Seed and Omake Spreadsheet Rules:

Firstly, if you have questions about Good Seeds and the like please read here. If that doesn't answer your question please ping me in thread, or on Discord.

If you write a new Good Seed, or write an omake, please update the spreadsheet if you have access.

If you do not have access, please ping a collaborator (Swordomatic, Alectai, Quest, TehChron, Insane-Not-Crazy, Humbaba, ReaderOfFate, Kaboomatic, no., BungieONI) letting them know what you want and they will update the spreadsheet here. To gain access, you will need a gmail account of some kind. Throwaway emails are fine (I'm using one for the spreadsheet), but to gain access it's as simple as sending me either your email via PM, via DM in Discord, or just in Discord's #spreadsheet-requests channel.

This is mandatory. If a Good Seed does not record their omake by pinging collabs (or just requesting access and editing things themselves - this is the preferred option), I won't give out awards. If a new Good Seed is not recorded here, they won't advance. By doing this it makes the whole thing manageable for me - it's gotten pretty unwieldy!

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Omake Writer Instructions:

There are four fields you need to fill out.

Omake Link, which is just a link to your first omake for the turn. This makes it easier for me to read them as I do the update - without this it's tough to know off the bat which omake were written this turn, and to properly

Requested Bonus, which is your requested bonus for your omake. You can leave it up to me if you like. You can see more info in the Good Seed infopost here.

Cultivation Aims. For those following unorthodox paths - higher than 9th Heavenstage or later than 7th Dao Pillar paths. Please put in what you are aiming for before you break through. I have left it as 'default'. If you do not edit it, I'll go with that.

Turn Notes - Do you want to do something specific? Enter a Secret Realm? Help the Clan out in some way? If you have something specific you want to accomplish on this turn, put it in turn notes so I can adjust your Fate around it.

All other fields are for QM use to record character information to properly run the flow of the game.
 
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Tell me more about yourself, Junior
Location
Straya
If you're not familiar with Xianxia and Cultivation generally, and have questions, start here. The genre is very schlocky and often very fast and loose on definitions (and how things work), so don't feel alarmed if you think 'hey, I'm not quite sure about this'.

- - - - - - - - - - - - - -

You are a Nascent Soul cultivator. In the Virtuous Flipper Region of the Third Sea of the Turtle World you are a power without superiors. Oh, there are Spirit Severing and World Fusion cultivators out there, but the Third Sea has sparse enough spiritual energy and few spirit stone mines compared to richer regions. Such great cultivators are unlikely to ever cross your path unless you do something to mortally offend them, or obtain a treasure well above your power to keep.

More precisely, you are the most powerful Elder of your

[ ] Sect

Sects take in all sorts of people, but tend to focus on one path of cultivation. Sects dominate the Third Sea, and the Turtle World in general. Sects are more powerful than clans, but this means you also have more powerful rivals. A sect with only a single Nascent Soul Elder is likely to face great challenges, yet the fortunes of sects can rise far faster than clans by inducting new mortals to the world of cultivations. The growth potential is greater, but the risk is greater as well.

[ ] Clan

Clans are familial bloodlines - you are one of the ancestors of your clan. Clans are less powerful than sects, normally speaking, but they are more loyal and likely to obey your wishes. Furthermore, a clan's foundation tends to be stronger, as a sect might crumble away when defeated, but clansmen will often seek revenge against those who have harmed them. Clans rarely grow in years, but rather grow in generations. Clans grow more slowly, but there is less risk.

You have been in closed-door cultivation for the last hundred years. As it comes to a close, you hum quietly to yourself, happily. You have stepped into the middle level of Nascent Soul. The strongest sect in the Third Sea, the Great Sky Hexing Sect, have only a single Elder at the great circle of the Nascent Soul, and three in the late level. You are not sufficient to ward off the great powers, but neither are you someone to be disregarded.

You think over your skills and attributes, as you pen down notes on your latest accomplishment. While it never helps to lead young cultivators by the nose, keeping a record of what has happened is both useful for later review - and if someone attacks your soul and memories.

- - - - - - -

Pick one Combat Skill.

This is your greatest strength, and you can generally be considered in the upper level of those who pursue this path for your cultivation level. You will usually use these methods in combat. Your Clan or Sect will also follow this cultivation path (for obvious reasons).

This cannot be changed.

[ ] Sword Cultivation - As simple as it sounds. A sword cultivator uses the sword and strikes offensively and hard. It is not very good at defending your juniors, but if your enemies are dead, is that not a form of defense? Sword cultivation is a difficult path, though, and tends to see a wild amount of variation in your cultivators. The strongest sword cultivators can fight across great realms, but the weakest might lose to great realms below them.

[ ] Body Cultivation - Even simpler. One cultivates the body directly, gaining strength. Body cultivators disdain the use of weapons, and punch or kick their way to victory. Refining good bodies is very difficult, however, and expensive.

[ ] Demonic Tunes - A demonic tune attacks the soul directly, and can attack many at once. While tunes take some time to begin, a powerful tunist can control an entire battlefield. Of course, they are vulnerable to direct attacks, and tend to have weaker strength than other cultivators. Despite the name, Demonic Tunists are not automatically part of the Demonic Path. It is a path much looked on wiht suspicion, however.

[ ] Beast Taming (MUST be picked if Beast Raising is picked below) - Spirit beasts are a powerful addition to any force. The great advantage of Beast Taming is that you need not do things personally - if your beast dies, you do not. You can use combat-trained beasts to supplement your juniors as necessary. Beast Tamers tend to be weak, though, and feeding and maintaining beasts is expensive. Your juniors can fight above their own levels when needed though, and it is easy to protect them.

[ ] Combat Formations - Organising masses of cultivators into powerful combat formations is hard, but is one of the few ways to strike across realms. A Sect that can use many lesser cultivators to fight greater ones is a threat to many. Of course, in situations where you or your disciples are caught alone, you will be vastly weaker.

[ ] Poison Master (Demonic Only) - Poison Masters are much-hated and much-feared. A powerful poison can destroy your enemies easily, even if they are realms above you. But a poison master is not immune to his own poisons, and furthermore requires many valuable Spirit Herbs to refine their poisons. Such masters are often killed by Righteous Path cultivators where they stand, and often they pose as pill masters or physicians to avoid exposure.

[ ] Blood Demon (Demonic Only) - Blood Demons follow the Blood Path - killing and absorbing the lives and cultivations of others, from mortals to other cultivators. They gain power rapidly, but are anathema to the Righteous Path. They are hunted relentlessly - their merciless and brutal natures mean they cannot co-exist with others. Still, they rise incredibly quickly and are threats to all.

- - - - - -

Of course, combat alone doesn't define you. What sorts of profession do you and your juniors engage in to make money?


Pick from one of the below as a Sect or Clan profession. You will have other professions in your Clan or Sect, but this one is your primary accomplishment.

[ ] Smithing - Smiths forge weapons, armour, flying swords, and storage rings. A straightforward way to make money - you mainly require precious metals, Spirit Beast bones and horns, and Spirit wood of various kinds. This increases your combat prowess directly as a Clan/Sect - your Qi Condensation juniors will find it easier to beat others in the same realm. The moneymaking potential is medium.

[ ] Pill Forging - Pill Masters create pills from Spirit Herbs and Spirit Beast Blood. Healing, growth in cultivation, and so on and so forth. This increases your cultivation realms directly as a Clan/Sect - your juniors will tend to be higher in realm than their age peers. Their foundations will be weaker, though, and in the same realm they'll lose more often than not. The rate of failure in Pill Forging and the constant cauldron explosions, not to mention the Spirit Herb costs means Pill Forging is not the most lucrative profession. A Smith might make a sword for himself and sell ten, but a Pill Master can consume almost all the pills he makes. The moneymaking potential is low.

[ ] Array Carving - Arrays are Formations that do not require cultivators to maintain. Defensive arrays, Qi Gathering arrays to help cultivation, and so on. Selling Arrays is rare, but incredibly lucrative. Your Sect/Clan's defenses will be sublime, but offensively... well, the less said the better. The moneymaking potential is very high but heavily variable.

[ ] Beast Raising (MUST be picked if Beast Taming is picked above) -
Raising Spirit Beasts is no easy matter. Beasts for transport, as housing, for meat and blood.. the list goes on. It can be a lucrative business, but Beasts require great areas to roam and feed. A Sect or Clan under siege might rapidly find itself in dire straights. The moneymaking potential is medium, but your defenses are drastically lower.

[ ] Physician - Physicians are much-loved everywhere. While this profession offers no bonuses in combat, it is cheap to be a physician and very lucrative. Moreover, being a physician offends no-one, and there are no items such as magical swords, immortal pills, powerful arrays or Spirit Beasts that might tempt a greedy foe. The moneymaking potential is very high.

[ ] Soul Investigators (Can ONLY be taken if Demonic Tunes is picked above) - Investigators can search souls, find truths, and even steal secrets without others knowing. Changing or removing memories, and using their powers of soul resonance to discover secrets. In combat it offers no bonuses, and the moneymaking potential is low. However, Soul Investigators can discover great opportunities and secrets others may not be able to...

[ ] Merchants - A simple path, but good merchants make a good amount of money, and have access to many goods at decent prices. The merchant path offers no great bonuses, but the moneymaking potential is high and there are no penalties otherwise.

- - - - - -

Are you Righteous or Demonic?

[ ] Righteous -
Righteous Clans and Sects are upright and moral - at least on the surface. They always follow the appearance of propriety, and tend to follow many customs and rules. They easily band together to strike down Demonic cultivators, however, and suppress the Demonic Path for the most part. But they must follow these customs and rules, or risk being badly punished. They do not attack mortals, do not consume blood or souls, and do not use poisons.

[ ] Demonic - Demonic cultivators have no such limitations. They tend to be more powerful, but disdain co-operation, seeking only to maximise their power. They are mostly suppressed by the Righteous Path, but individually the average Demonic Clan or Sect is more powerful than their Righteous counterparts. Their lack of co-operation however means they spend as much time fighting each other as Righteous cultivators.

- - - - - -

Lastly, what about you, your people, and the land you occupy? What sort of advantages and disadvantages do you have?

Here you have Shinies.

You can go into debt, if you'd like, up to Ten Shinies in debt. However, Shiny Debt represents a deficit of Karmic Luck, and the worse your Karma is, the more the Heavens themselves will try and destroy you. Conversely, if you leave Shinies unspent, your Karmic Luck will increase and things will tend to go your way more often than not in situations that seem like they should be evenly matched.

Please do a Plan Vote here.

Advantages:

1 Shiny:

Spirit Stone Mine (Minor) -
You are in possession of a Spirit Stone mine. While minor, this allows you a significant amount of wealth to buy things, and to assist your juniors (and yourself) in cultivation.

Spirit Herb Field (Minor) - You are in possession of a Spirit Herb field. This offers minor income, but also makes pill forging much easier.

Ancestral Will (Nascent Soul, Early) - An old Ancestor left her will in the heart of your clan/sect. It offers the ability to strike with the strength of an early Nascent Soul cultivator ten times before it is exhausted fully. An excellent defensive option.

Spiritual Treasure (Core Formation Instructor) - You maintain a Spiritual Treasure, essentially a valuable Core Formation disciple who works for the good of the Clan or Sect. They can raise disciplines, offer discipline.

Body Rejuvenation Herb - You swallowed this herb ten years ago. It rejuvenates you incredibly quickly, meaning if you do not die in fight, you will soon be back. Offers more combat options in times of troubles for you personally.

2 Shinies:

Obedient -
Internally, your juniors are obedient and work for the good of the whole. While not perfect, they are not dissolute and rarely disobey orders.

Ally (Minor) - A single Clan or Sect is a firm ally. While of lesser strength than you, they will assist you in times of trouble, but will expect the same from you.

Spirit Stone Mine (Lesser) - You are in possession of a Spirit Stone mine. This is the sort of mine that might be a major possession of a faction like yours, this allows you a quite significant amount of wealth to buy things, and to assist your juniors (and yourself) in cultivation.

Spirit Herb Field (Lesser) - You are in possession of a Spirit Herb field. This offers decent income, but also makes pill forging much easier, and allows several Pill Specialties to emerge.

Ancestral Will (Nascent Soul, Medium) - An old Ancestor left her will in the heart of your clan/sect. It offers the ability to strike with the strength of an medium Nascent Soul cultivator ten times before it is exhausted fully. An excellent defensive option - you yourself might take several days breaking such a defense open.

Spiritual Treasure (Contribution Points Board) - A magical Contribution Points Board that ensures each member of the Clan/Sect can offer missions, sell goods, buy good, and complete missions in return for points. It automatically allocates these, ensuring fairness. This makes your disciplines more likely to complete missions and obey your will.

Ice Volcano Spear - A magical spear you obtained in a Secret Realm. While it can only be thrown once, it allows you to defeat any cultivator in Nascent Soul in a single blow. It would even let you escape from a Spirit Severing cultivator - if only for a few moments.

3 Shinies:

Secret Pill Recipe -
You know a secret recipe which can forge a single powerful pill. Such a pill is the mainstay of any clan of your size, and others covet the recipe. Still, it can make decent money, and offer many benefits to your disciples.

Secret Alloy Recipe - Your smiths can forge a superior alloy to normal Spiritual Steel, making your weapons more valuable and more powerful, your armor tougher. A valuable secret.. but one others would want to steal.

Spirit Stone Mine (Medium) - You are in possession of a Spirit Stone mine. A mine such as this would be the prized possession of a clan such as yours. A significant boost to cultivation speed and wealth, but eyes look on your property greedily.

Spirit Herb Field (Medium) - You are in possession of a Spirit Herb field. This offers medium income, but also makes pill forging much, much easier. A pill clan would find their productivity multiplied several times by such a treasure.

Ancestral Will (Nascent Soul, Late) - An old Ancestor left her will in the heart of your clan/sect. It offers the ability to strike with the strength of an late Nascent Soul cultivator ten times before it is exhausted fully. An excellent defensive option - one you yourself might not be able to break without massive expenditure of items and wealth, and perhaps even major injury.

Spiritual Treasure (Great Spirit Maze) - The Great Spirit Maze protects your people. Without knowing the way through the maze, only a Spirit Severing cultivator could break through directly, and while it cannot contain the entire clan, it is a nearly impenetrable defense in times of dire trouble.

4 Shinies:

Spirit Stone Mine (Major) -
You are in possession of a Spirit Stone mine. A mine such as this would be the prized possession of a clan greater as yours. A significant boost to cultivation speed and wealth, but without allies or many defensive options you will soon find yourself robbed.

Ancestral Will (Nascent Soul, Great Circle) - An old Ancestor left her will in the heart of your clan/sect. It offers the ability to strike with the strength of an Nascent Soul cultivator in the great circle ten times before it is exhausted fully. A truly sublime defensive option - one you yourself could never break.

Spiritual Treasure (Great Spirit Maze) - The Great Spirit Maze protects your people. Without knowing the way through the maze, only a Spirit Severing cultivator could break through directly, and while it cannot contain the entire clan, it is a nearly impenetrable defense in times of dire trouble.

Secret Realm Location (Qi Condensation) - You know how to enter a Secret Realm that only opens every fifty years. Great gains are made for your Qi Cultivation Disciples who enter and live find massive benefits, blessed by the heavens. Such disciples are almost certain to break through to Foundation Establishment.

5 Shinies:

Ancestral Will (Spirit Severing) -
An old Ancestor left her will in the heart of your clan/sect. It offers the ability to strike with the strength of a Spirit Severing cultivator ten times before it is exhausted fully. A superlative defense - one you yourself could never break, and no other Clan or Sect you know of could break either. Of course, offending an old monster would still be your doom...

Secret Realm Location (Foundation Establishment) - You know how to enter a Secret Realm that only opens every hundred years. Great gains are made for your Foundation Establishment Disciples who enter and live find massive benefits, blessed by the heavens. Such disciples are almost certain to break through to Core Formation.

Elemental Bloodline (Clan ONLY) - Your clan carries a powerful Elemental bloodline, allowing you to cultivate more quickly and gain more strength. Such clans are rare, but stand above the common muck. Your clan members are valuable, however - not only to you, but to Demonic cultivators who would happily use them to refine pills and absorb their powerful constitutions.

Sect Technique Palace (Sect ONLY) - Your old Sect Master left a magical palace that carries a hundred cultivation techniques within it, each aligned to the cultivator who enters it. It assesses aptitude and gives out what is necessary. Your Sect disciples are three times as likely to break through great realms.

Disadvantages
:

1 Shiny:

Badly Injured -
You have been badly injured, and will be recovering for at least fifty years. Your cultivation will slow, and you will fight as an Early Nascent Soul cultivator during that time, at best.

Impoverished - You are very poor. While you might have assets, your stores of Spirit Stones, herbs, etc, are incredibly low.

Thinning Bloodline (Clan ONLY) - Your bloodline is thinning, and many clan members are born without the aptitude to cultivate. For now it is not a major issue, but it gets worse with each passing generation...

2 Shinies:

Poisoned -
You have been poisoned, and cannot resolve it. While you can still cultivate, fighting for a long time reduces your lifespan rapidly. Your ability to personally defend the sect or clan is greatly weakened, and costs you a great deal.

Stolen Techniques (Sect ONLY) - Your core techniques have been stolen, and it is difficult to raise good seeds. Your disciplines cultivate more slowly.

Enemy - One Sect or Clan hates you, and wants you destroyed. They are of average strength. Simple enough, but quite dangerous.

3 Shinies:

Paying Tribute -
You have been subjugated by a greater power, and pay a significant cost in resources each year. Until you are strong enough to shake off their reins, you will be quite poor.

Two Enemies - As above, but two enemies rather than one. Quite dangerous, especially without allies.

Dangerous Tribulations - The Heavens seek to punish you for some prior slight. Your tribulations are far worse than others, and your rate of passing tribulation is only half that of normal.

Crippled - A secret that must never come out. You have been permanently injured, and will always fight at one minor realm below your cultivation. Dangerous indeed...

Corrupt - You find it difficult to impose your will, and it is often subverted. Only force and attention can keep your people in line, which is difficult in closed-door cultivation.

4 Shinies:

Great Enemy -
A major enemy with cultivators in the Great Circle of Nascent Soul seek your death.

Thin Qi - Your lands hold incredibly thin Qi. Cultivation speed is halved without constant use of Spirit Stones and pills.

Tempering Trials - Your lands are used as a tempering trial by a greater clan or sect. For whatever reason, every hundred years your disciples are hunted by a greater power, as part of a competition they hold. Many good seeds are lost each time.

5 Shinies:

Spirit Severing Enemy -
An enemy seeks to destroy you, and their cultivation is in the Spirit Severing Realm. Annihilation is nearly certain without some way of protecting yourself. Thankfully, their tribulation left them badly injured, so you have two hundred years to prepare...

Good Seed Tribute - Your finest disciples are paid in tribute to another clan or sect. You are left with only the dregs.

Dying - You are dying, and must secretly drain the life from your disciples to survive. Their cultivation is slowed, and you are much weaker than a normal cultivator of your realm. If your disciples found out about your perfidy, your Sect or Clan would collapse...

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Voting is now open!

Ideally, put together a plan and vote on that!
 
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[X] Plan Perfected Body
-[X] Clan
-[X] Body Cultivation
-[X] Physician
-[X] Righteous
-[X] No shinies

Mind and body in harmony! Also, no free shinies? Boo.
 
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[X] Plan: Though The World May Stand Against Us
-[X] Sect
-[X] Blood Demon (Demonic Only)
-[X] Array Carving
-[X] Demonic
--[X] Advantages:
-[X] Spirit Stone Mine (Major) -4
-[X] Secret Realm Location (Foundation Establishment) -5
-[X] Sect Technique Palace -5
--[X] Disadvantages:
-[X] Enemy +2
-[X] Two Enemies +3
-[X] Great Enemy +4
-[X] Spirit Severing Enemy +5
 
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[X] Plan From Humble Beginnings
-[X] Clan
-[X] Body Cultivating
-[X] Array Carving
-[X] Righteous
--[X] Advantages:
-[X] Spirit Stone Mine (Lesser) -2
-[X] Obedient -2
--[X] Disadvantages
-[X] Impoverished +1
-[X] Badly Injured +1
-[X] Paying Tribute +3

Leaves us with a +1 Karmic Balance, paying tribute will take a lot of our wealth, on the flip side the one we give tribute to will want us to continue to exist in order to give that tribute so we could sneak in the enemy disadvantage as well, not sure what to pick up for additional advantage.
 
This quest is low on action, and high on vague-ish management.

As an Elder, you don't manage your Sect or Clan directly - you have cultivation to do! You can't afford to leave most of the time, either. So you cultivate for decades at a time, occasionally popping your head out to either resolve crises or ensure your juniors are heading in the right direction.

You appoint clan heads, choose good seeds to raise, and make major decisions, but you're completely hands-off on the day-to-day.
 
Describing the plans made so far...
Some thoughts on plans so far. I'll do this for any other plans put in as well. These are not final - there'll be more voting to come, but it's how these plans might end up looking to give people an idea on how things are likely to play out.

Perfected Body - a righteous clan of doctors seeking to understand the human body. No doubt they'd be upright and noble, though a little weak for their wealth. They are otherwise unremarkable, though. No stress and early rush, a more relaxed quest. Nobody wants to wipe out the doctors. You have had many children, and as the Ancestral Elder of your Clan, you are more often called out to treat a fellow Nascent Soul Cultivator than you are to fight. Still, there are many opportunities under heaven for those who are willing to fight for them, and who is to say a doctor might not stand above all her peers?

Though The World May Stand Against Us - a demonic sect even among demonic sects. Your disciplines number many, and they fight for everything they can get. If they kill each other, so be it. Your Sanguine Devil Array means any blood split by the sect returns to the sect, and only by raising the most vicious disciples can you gain victory. You hide behind your secret arrays empowered by many spirit stones, and you often send disciples out to slaughter villages of mortals, minor cultivation clans, and even lesser sects to gain power. Your Sect inheritances and Secret Realms allow you to empower your disciples, and if they fall, their blood returns to the Sect. Still, you have killed many, and if you are found you will certainly be wiped out.

You are the number one enemy of the Righteous Path in the Virtuous Flipper Region, and even offended Spirit Severing Elder Fang Li, by wiping out his clan and consuming them while he was away. One of your disciples tortured his granddaughter to death, and then consumed her raw flesh to gain her power - a truly promising seed! Fang Li will stop at nothing to destroy you.

From Humble Beginnings - Truly a righteous clan! Your descendents are filial, and your Body Nourishment Array helps your juniors temper their fists. Still, the Seven Crane Sword Sect recently sent one of their Nascent Soul elders to gain pointers from you, and 'accidentally' wounded you badly. After that, two more Nascent Soul elders showed up, and negotiated an agreement for their 'protection'. They took virtually all your wealth, and all the gains from your Spirit Stone mine and more for the foreseeable future! You are in no shape to challenge them. Still, recently heaven has smiled on you, and your luck seems to have turned. Heaven rewards the virtuous, and several promising seeds have arisen...

Plan Pokemon - The righteous clans are many. While demonic clans exist, they are few and far between. Who would treat their own flesh and blood so shamefully? You rule over a vast stretch of land, and raise many beasts. Your Core Formation flying beasts are hired by many, and your Wind Aspect Bloodline means you can tame them with ease. Your filial descendants raise many great eagles, and you fly from place to place, unstoppable in combat, with your wind powers enhancing the powers of your flying beasts. Of course, you made a mistake. The Phoenix Eagle Sect wanted the secret of raising birds, and you denied them. They attacked you, and you could not help but fight back.

Their attack was surprisingly weak, and you slew many. Their greatest Elder was badly injured by you. Unfortunately, you killed his son first. As you were about to strike the final blow, a heavenly tribulation came down, and he began to ascend to Spirit Severing in rage. The tribulation destroyed mines, eggs, Spirit Beasts, Spirit Stones - on, and on, and on. He was already badly wounded, and the tribulation nearly slew him, so he fled. But once he recovers, he will be back. And you have little to answer him with.

Sacred Blade - While you were slaughtering mortals, I studied the blade. The Thirteen Sorrows Heaven Blade Sect has long hunted the demonic path cultivators, with their Star-Alloy swords. A righteous sect of sword cultivators, each cultivator is to forge his own blade. Those who do poorly as sword cultivators become smiths, and the ringing of hammers on blades can be heard for a hundred li around the sect. Still, the Vile Feces Poison Sect hates your righteous cultivators and wants them dead. This rivalry has gone on for three hundred years. Recently, a new batch of cultivators were initiated. The metal you use in your sacred alloy had seen several mines collapsed by your rivals, but you could not wait. Purchasing the needed metal beggared you. Compared to many sects your disciples are only of average obedience, but what could one expect from those who cultivate the king of all weapons?

Drug Dealers - What better way to test pills than to be a body cultivator? Your sect forges pills, and uses the Heaven Demon Reversal Pill to enhance the strength of your disciples immensely. You are generally wealthy, with spirit stone mines and herb fields, and the Great Spirit Maze to hide within. Unfortunately, you reside in a region where a Spirit Miasma from a Demonic Spirit Severing cultivator is still fading from fifty thousand years ago, and as such it is difficult to cultivate. Without your herbs and pills, you would be a very weak sect indeed. You fought against the Herb Stealing Thief Sect and the Pill Forging Yuan Xi Tribe who attacked you a hundred years ago to seize your Heaven Demon Reversal Pill recipe. They did significant damage to your meridians, and while you can cultivate comfortably, your meridians allow you to use far less energy than before in combat.

Friends in High Places - Paying tribute, always tribute. Your thin Qi and valuable pill recipes have led a nearby clan to dominate you recently, taking two-thirds of your Mountain Soul Stone Body Pills each year. Two mid Nascent Soul cultivators beat you into a pulp, and forced a terrible agreement on your Sect. If you could shake them off, you could once against rise to prominence, but such tributes are draining, especially for a sect with no other foundation to speak of. Your allies, the Hit It Ten Times Sect, however, are standing by to help you. You'll need to recover before you can do anything, though.

Demonic Techniques - Is killing mortals wrong? Well, the Gemstone Justice and Strength Purity sects seem to think so. Your blood demon path led you to slaughter millions, and they want you dead. Of course, you stole the Body Rejuvenation Herb as well, so unless they manage to fight you together, you can just go battle the enemy Nascent Soul cultivators, blow for blow, and come away the better once you recover. Unfortunately, your Sect Technique Palace was attacked when your enemies struck at your Sect, and they managed to destroy all the lower parts of the inheritances. The core parts of the technique to help your disciples pass tribulation are still there, but much of the remainder they must figure out themselves. What's worse, of course, is that your demonic ways have made you a target of some sect from outside the Third Sea. Every hundred years they throw their superior disciplines into your territory, butchering your juniors for sect contribution points.

Beastmaster -
Your righteous, filial disciples are your pride. They obey without question, and you raise many good beasts. Of course, every hundred years a clan from another Sea enters, seemingly only to butcher your beasts. The massive expenditure in raising them goes to waste, and for an average Beast Tamer, losing their beast is almost as bad as crippling their cultivation - finding and raising another beast is the work of decades. Even worse, the Shanqu Clan have seen you as an enemy, refining their poisons on your unfortunate beast. You fought their Elder but you were badly injured, and you find it difficult to control and direct your personal Spirit Beast. Still, your Sect Technique Palace means your disciples cultivate quickly, and you can raise many good beasts.
 
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[X] Plan Pokemon
-[X] Clan
-[X] Beast Taming (MUST be picked if Beast Raising is picked below)
-[X] Beast Raising (MUST be picked if Beast Taming is picked above)
-[X] Righteous
-[X] Obedient -2
-[X] Elemental Bloodline (Clan ONLY) -5
-[X] Spirit Severing Enemy +5
-[X] Badly Injured +1
-[X] Impoverished +1
 
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Here are some things you know about Cultivation

What is cultivation?


Cultivation is essentially meditating, using your breath to push Qi around your body to purify the body, enhance your Dantian, unlock Acupoints, cleanse Meridians, and help solidify various concepts made into magical internal things - like Dao Pillars and Cores. This is a constant, unpleasant (ranging from annoying to mildly painful) process that takes about 12 hours a day during Qi Condensation, rising to around 23 hours per day at Nascent Soul. While it grants power, you can see why most mortals don't cultivate. Imagine meditation, but in Qi Condensation it's itchy, painful, and unpleasant. In Foundation Building its a neverending questioning of yourself, trying to truly understand who you are at the deepest levels, looking at and accepting all your most unpleasant personal truths all the time. Constantly, for decades. In Core Formation it's a neverending fight against yourself to follow a specific truth, no matter what, always, knowing that failure means death, or reducing to Foundation Building. Perpetual vigilance over your every action. In Nascent Soul it's the process of separating the Soul from the body, a relentless, agonizing spiritual pain that feels like envenomed needles being pushed into all sorts of painful areas while some vital organ is slowly being torn out by a pair of white-hot pliers.

This is also why some truths are only told to higher Realm cultivators. It's really hard to torture a truth out of a Nascent Soul. What can you do to them that they haven't done already?

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Qi Condensation:

One learns to condense the energy of heaven and earth inside your body. A Qi Condensation cultivator is the weakest cultivator, and offer little to most clans and sects. Progress is Qi Cultivation is determined by hard work and access to spiritual energy. A cultivator should be cultivating at least twelve hours a day in this realm. Qi Condensation is divided into thirteen stages - one can break through to Foundation Establishment once you reach the ninth. In the Third Sea, one in a hundred Qi Condensation cultivators can rise to the next level. Usually around one in one hundred mortals cultivates - though this has more to do with resources than aptitude.

Qi Condensation is the stage of Purification. For most, this means purifying the body (removing impurities, gaining strength, cycling energy through the meridians to cleanse them and make them usable), and sees cultivators gain strength by doing so.

It is also the stage most susceptible to Bloodline Talent. Basically, some people can naturally do this much more easily. Qi Condensation does not require a Dao, though it doesn't prevent you from having one. Much of the stage can be bypassed through pills and techniques, but to do this weakens your future prospects significantly. To break through to Foundation Building you need to discover a part of your Dao, and set it as the first piece of your Foundation.

In attempting to advance the Heavens send Heavenly Tribulation, designed to test your belief and knowledge in your new-found Dao. This both attempts to kill you to winnow out the weak, and when the lightning hits you, it hits at your belief in your Dao, highlighting your doubts. If you are either killed by the lightning, or it shakes your belief enough, you fail, and either die, or face massive backlash that reduces you to Qi Condensation, unable to grasp even a piece of the Dao.

Qi Condensation - Past 9th Heavenstage:

Updated the cultivation bonuses for Qi Condensation 10-13. A brief explainer follows:

10th Heavenstage - 108 (Benefit: Body Purification Stage - Cultivator's body is cleansed of all impurities, gains considerable strength, speed, and toughness.)

10th Heavenstage is of immense benefit to Foundation Building (offering one small realm worth of strength) and of mild benefit Core Formation cultivators (offering roughly a quarter of a small realm), but falls away during Nascent Soul.

11th Heavenstage - 188 (Benefit: Qi Purification Stage - Cultivator gains pure Qi that flows through a pure body. This pure Qi allows them to fuel more powerful techniques, and makes a cultivator unparalleled in their small realm.)

11th Heavenstage is of mild benefit to Foundation Building (offering half a small realm), and Core Formation (offering half a small realm), but falls away during Nascent Soul.

12th Heavenstage - 208 (Benefit: Soul Purification Stage - Cultivator purifies their soul, allowing them resistance against soul attacks, a boost to soul arts, and a large boost to soul cultivation in the Nascent Soul realm.)

Crucial for Nascent Soul cultivators. Offers 1.5x cultivation speed, but costs no more resources.

13th Heavenstage - 288 (Benefit: Dao Purification Stage - Cultivator purifies their Dao in the same way breaking into the Core Formation Realm requires. They are able to cultivate the One-Pillar Foundation Establishment path, yielding many benefits.)

Offers considerable benefits in the Foundation Building realm as only one pillar is required. The cultivator will consume 7x the usual resources to advance through Foundation Building, but builds a pillar of immense strength. In Early they will be able to challenge Late, in Mid they can challenge the Great Circle, in Late they are unrivalled in Foundation Building, and on reaching the Great Circle they will be able to stand against Early Core Formation experts.

Each realm increases the chances you die during tribulation, though, and as a Golden Devil Clan member your Good Seed is already at significant risk here.

Foundation Establishment:

Foundation Establishment differs from technique to technique, and is generally organised in terms of combat strength - early, middle, late, and great circle - the latter meaning you are ready to make a breakthrough. In the Third Sea, one in a hundred Foundation Establishment cultivators can rise to the next level.

Foundation Establishment is the stage of Discovery. Your Dao Foundation is made up of Dao Pillars, each representing a part of your Dao. To advance in Foundation Building you don't only need resources and effort, you need to continually explore and understand your truth, the Dao that you yourself are aiming for. Here you might have many minor Dao, each seeming to be part of the full truth. To break through, you need to synergise all your minor Dao into one Core Dao. Of course, doing such a thing requires immense resources, as well as steadfast belief that you have fused all your beliefs into one core concept. Losing beliefs or changing Dao can set you back some time, as if you stop believing or following a part of your Dao, you lose the associated Dao Pillar. Bad or incompatible Dao Pillars may ruin your chance to progress, though.

It is the stage most susceptible to Philosophy. Intelligent characters, good at thinking and resolving contradictions will do much better in Foundation Building than others.

In attempting to advance the Heavens send Heavenly Tribulation, designed to test the contradictions in your new-found Dao. This both attempts to kill you, and when the lightning hits you, it highlights possible contradictions between the parts of your Dao, trying to separate your Dao Pillars even as you try and fuse them into one new Core. If you are either killed by the lightning, or it shakes your belief enough, you fail and either die, or are permanently reduced to Foundation Building, unable to fuse your Dao together.

Core Formation:

Core Formation is the stage of Steadfastness. You are condensing and shaping your beliefs, perfecting them and bringing them into the heart of everything you do. Once you are in Core Formation acting against your Dao can have severe consequences and offer major backlash. You can no longer remove Dao Pillars or parts of your belief - when you enter Core Formation, you're stuck with that Dao unless you voluntarily shatter your Core and return to Qi Condensation to try again. This is extraordinarily rare. The condensation requires your beliefs become firmer and firmer, and your actions more and more in line with your Dao. An Early Core Formation cultivator has a little bit of slack in not being in perfect alignment with their Dao. A Great Circle Core Formation cultivator does not.
Each Core is different, and is generally organised in terms of combat strength - early, middle, late, and great circle - the latter meaning you are ready to make a breakthrough. In the Third Sea, one in a a hundred Core Formation cultivators can rise to the next level.

You are trying to make a perfect, invincible Core, immune to doubt.

It is the stage most susceptible to Stubbornness. Characters with high willpower will do well in Core Formation (bear in mind this is relative to other cultivators, who are already in possession of immense willpower relative to the average), being able to follow their Dao more easily.

In attempting to advance you shatter your Core, using the power to try and separate your soul and body, thereby forming a new Nascent Soul. This Nascent Soul serves as an Immortal Aperture, a place where you can hide goods and items - storage rings are made from dead Nascent Souls. This process of separation is incredibly painful, and requires you to be able to let go of all the truths you have previously held onto, admitting that all Dao are imperfect, and being willing to relinquish your Dao you have so painstakingly built in order to begin again, and find a new truth with a new Soul.

In attempting to advance the Heavens send Heavenly Tribulation, designed to kill your newborn Nascent Soul. If you cannot protect it, you and it die. If it is only badly injured, you might become a False Nascent Soul, or Half-Step Nascent Soul cultivator - weaker than an early Nascent Soul, much stronger than a great circle Core Formation cultivator, with a Nascent Soul never able to grow or advance.

Nascent Soul:

A Nascent Soul allows a cultivator to develop a Soul Aperture, a small world that can contain items, plants, and the like. It can contain living beings in a pinch, but they will drain cultivation energy from the Nascent Soul cultivator. The core that was once Qi mist becomes a misty Nascent Soul, and is slowly forged into a true Soul as one advances through the Nascent Soul realm. Storage rings are forged out of Nascent Soul corpses, and Nascent Soul cultivators are not merely stronger - they can fly to a limited degree unaided, and can shatter the weak souls of lesser cultivators and mortals en masse. While many Foundation Establishment cultivators can fight Core Formation cultivators, only a Nascent Soul cultivator is an answer to another Nascent Soul cultivator. Nascent Souls are similar to Foundation Establishment cultivators in the sense they must choose a new cultivation technique and Dao suited for them to advance. For those with incomplete techniques or incompatible ones, advancing is impossible.

Spirit Severing: You do not know how to advance to Spirit Severing, but a single Spirit Severing cultivator is a power unrivalled in the Third Sea. There are only a few, and none above that realm.

(Yes, in terms of numbers, it takes about 100 million mortals for 1 Nascent Soul cultivator to arise. Your average sect or clan is huge, though the core sect or clan will be much, much smaller. Usually most of that is mortal kingdoms that are lightly ruled over, with the exception of taking their cultivation resources. A sect or clan might rule over - most will be smaller subsidiary clans and sects rather than direct members - a million Qi Condensation cultivators, ten thousand Foundation Establishment cultivators, and a hundred Core Formation cultivators for a single Nascent Soul elder. )

Cultivator Lifespans and Benchmarks

A mortal might live a hundred years at their absolute most. A Qi Condensation cultivator at the peak of Qi Condensation can live to 200. A Foundation Establishment cultivator can live to around 500. A Core Formation cultivator can live to around 1,000, and a Nascent Soul cultivator can live to around 5,000 years of age

There are ways to stretch that out, as well - sleeping a lot, stealing lifespan from other cultivators, using heavenly treasures and pills, and so on. These all combined cannot give you immortality, but the rule of Five sets a hard limit. Spirit Severing cultivators can live for 25,000 years, but no matter what heavenly treasures or opportunities they find, the absolute limit of the lifespan of a Nascent Soul cultivator is 25,000 years.

Heaven is fair, but will not allow you to exceed the limits of those above you.

This is very generic and obviously there is massive variance.

But for an average Nascent Soul cultivator, their progress is roughly as follows:

Bottlenecks:

Cultivators are often stuck at Bottlenecks - the below progression assumes Bottlenecks proceed smoothly. However, various advancements make this unlikely - most cultivators will not advance at this speed. This is for the average cultivator who reaches Nascent Soul.

Qi Condensation - Age
Starting as a 16-year old mortal
1st Heavenstage - 21
2nd Heavenstage - 25
3rd Heavenstage - 30 (Semi-bottleneck, though not major. The Acupoint Awareness stage. Advancing too fast through the 3rd Heavenstage will negatively impact future development)
4th Heavenstage - 35
5th Heavenstage - 40 (1st Bottleneck from 5th to 6th. The Meridian Opening Stage. Advancing without sufficient meridians opened will drastically impact future development)
6th Heavenstage - 45
7th Heavenstage - 50
8th Heavenstage - 55 (2nd Bottleneck from 8th to 9th. Dantian Expansion Stage. Advancing without properly shaping and expanding the Dantian will make it difficult to contain more Dao Pillars, negatively impacting future development)
9th Heavenstage - 60 (Required to reach Foundation Building. Usually establishing the first Dao Pillar takes decades of thought and effort. It can be done quickly, but an incomplete or poorly thought-out Dao Pillar can be the ruination of a cultivator's future prospects, so usually cultivators choose to wait and develop the steadiest Dao Pillar possible)

(Each Heavenstage above the 9th offers considerable benefits for the cultivator in the long-run in terms of body and soul strength, but also makes tribulation much more difficult. Reaching the 13th is incredibly rare)

10th Heavenstage - 108 (Benefit: Body Purification Stage - Cultivator's body is cleansed of all impurities, gains considerable strength, speed, and toughness.)
11th Heavenstage - 188 (Benefit: Qi Purification Stage - Cultivator gains pure Qi that flows through a pure body. This pure Qi allows them to fuel more powerful techniques, and makes a cultivator unparalleled in their small realm.)
12th Heavenstage - 208 (Benefit: Soul Purification Stage - Cultivator purifies their soul, allowing them resistance against soul attacks, a boost to soul arts, and a large boost to soul cultivation in the Nascent Soul realm.)
13th Heavenstage - 288 (Benefit: Dao Purification Stage - Cultivator purifies their Dao in the same way breaking into the Core Formation Realm requires. They are able to cultivate the One-Pillar Foundation Establishment path, yielding many secret benefits.)

Foundation Establishment: (NB: Number of pillars varies. This is merely an average number of Dao Pillars for worldbuilding purposes. Usually speaking, though, more than 7 is incredibly rare. Some truly focused cultivators manage to form one immutable Pillar into a Core, but the certainty in one's Dao-Heart this requires is heaven-defying)


Early (1st Pillar) - 100
Mid (3rd Pillar) - 160 (Bottleneck - aligning three pillars is difficult, and misalignment will prevent further advancement).
Late (5th Pillar) - 220
Great Circle (7th Pillar) - 340 (Required to break through. Bottleneck - the seven pillars must be aligned perfectly in order to be able to fuse into a core. Reaching Great Circle is much easier than aligning one's pillars in preparation to break through. You cannot realign your pillars once you reach Great Circle, so the Bottleneck is spending more time and effort smoothing your way to a Core)
True Dao Pillars (8th pillar) - 588 (Offers tremendous benefits in future realms. Creating 8 Pillars allows one to break through with relative ease, the Heavens easing your path. Incredibly difficult. 8 Dao pillars offer a substantial and permanent boost to one's luck.)
Emperor's Pillar (9th Pillar) - ??? (Benefits not known by Golden Devil Clan. Theoretical maximum number of Dao Pillars.)

Core Formation:

Early (Misty Core) - 400
Mid (Liquid Core) - 500
Late (Solid Core) - 660 (Required to try and enter False Nascent Soul.)
Great Circle (Dao Core) - 888 (Required to break through to Nascent Soul. Most cultivators break through here)
Twin-Souled (Twin Cores) - 1,200 (A Cultivator can go through False Tribulation, and split their Core in two. When it comes time to ascend to Nascent Soul, they will have two Nascent Souls, requiring twice the resources to retain and twice the tribulation withstood. However, the benefits in terms of combat are immense)

Nascent Soul:

Early - 1,000
Mid - 1,250 (Bottlenecked, primarily by resources. Early Nascent Souls can advance quickly, but upon breaking through to mid consume far, far more resources)
Late - 3,000
Great Circle - 6,000 (NB - only truly superior talents or those who manage to extend their lifespans tend to reach the Great Circle small realm)

Types of Cultivation

More information - you'll be picking where to live after the vote closes, and that'll impact how your faction cultivates. They'll use all three Righteous Paths to some degree, but the degree of each depends on where you live.

There are commonly Three Righteous Paths and the Demonic Blood Path when it comes to cultivating.

The Three Righteous Paths are common among all cultivators, but only Blood Demon cultivators cultivate Blood Path.

Spirit Qi is the energy of heaven and earth, and by simply cultivating one can draw it in and grow stronger. All cultivators do this. Such energy is more abundant on the plans, less so in the mountains, and scarcely exists in the desert. Such energy offers equality to cultivators - even the weakest mortal can embark on the path of cultivation if they so choose. Cultivators who only use Qi are seen in the Green Scale Plains. This is why Sects dominate the Plains, as one cannot hoard the energy of heaven and earth - taking in good seeds from kingdoms, empires, wandering cultivators and minor clans allows Sects to grow rapidly. The abundance of such energy is why the Green Scale Plains contains the greatest powers, and the most powers to boot.

Beast Core Cultivation uses the Iron Belly Technique to consume the flesh, blood, and eventually cores of beasts. Such cultivators grow in fits and starts, hunting down dangerous beasts and using them to grow. Cultivators who primarily use Beast Cores are mainly seen in the Hard Shell Mountains. Both Sects and Clans find these methods equally palatable, and while Sects have a slight edge in the Hard Shell Mountains they are nearly equalled by local Clans. Powerful elders can help their juniors grow rapidly, but the average growth of disciples is lower.

Spirit Stone Cultivation is absorbing the concentrated Qi in Spirit Stones quickly. Spirit Stones are vastly superior to Spirit Qi, but are limited in number. They are mined mostly in the Organ Meat Desert, and clans find the use of Spirit Stones tremendously useful. With mines, you can choose which people to raise, and so you are able to raise up all your clan members without worrying about upstart mortals growing too much. The Organ Meat Desert is the only area of the Virtuous Flipper Region where clans are dominant over Sects.

Demonic Blood Path is an offshoot of Beast Core Cultivation. Beast Core cultivators have a disadvantage - beasts are not humans. Absorbing beast energy leaves you potential backlash and beast poison, and absorbing a Nascent Soul beast is inefficient as well when compared to absorbing a Nascent Soul cultivator. This is because humans can only absorb a moderate portion of beast energy as it does not suit them perfectly, whereas human energy suits humans very well. Demonic Blood Path allows cultivators to absorb the energy of other humans much more efficiently - Blood Path cultivators are only limited by opportunities to slaughter and heavenly tribulation - which tends to punish them more than most. Even so, the growth potential is nearly unbounded compared to other paths.

Cultivator Spreadsheet - Tentative Info

A note. I've done a first draft of cultivator strength/speeds and a more generic spreadsheet of info here.

It is only a first draft, and as such is open to discussion, questions, and 'does this make sense, maybe x strength or y speed would be better', but I thought getting it done as a worldbuilding resource might be handy for omake writers.

edit: Into my second draft, adding stamina/Qi storage. Use this as a very rough guide at best. Nothing here is final, and I'm likely to play around with the numbers significantly and for weeks before I'm close to happy with this.
 
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how strong is an average sect compared to us?
Edit
[X] Plan Sacred Blade
-[X] Sect
-[X] Sword Cultivation
-[X] Smithing

-[X] Righteous
-[X] special alloy
-[X] impoverished
-[X] enemy
 
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how strong is an average sect compared to us?

If you pick Sect and no Shinies of any kind, they are exactly as strong as you.

Plan Pokemon has been updated above in the threadmark as well.

I would note that Spirit Severing Enemy is one of the most dangerous starts. It's as bad as losing your best cultivators (meaning you can barely raise your students into the next realm and it costs far more to do so), or coming close to dying. It's not as bad long-term if you can overcome it, but you are only a middle stage Nascent Soul cultivator. It's a very real possibility of a Game Over in two hundred years - everything you do for the first 10 turns of the quest will need to be aimed at overcoming such a foe if you want even a hope of surviving.
 
[X] Though The World May Stand Against Us
[X] Lost Ones
 
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[X] Plan Drug Dealers
-[x] Sect
-[x] Body Cultivation
-[x] Pill Forging
-[x] Advantages
--[x] Spirit Herb Field (Medium)
--[x] Secret Pill-Making Recipe
--[x] Spirit Stone Mine (Minor)
--[x] Spiritual Treasure (Great Spirit Maze)
-[x] Disadvantages
--[x] Thin Qi
--[x] Crippled
--[x] Two Enemies
-[x] Righteous
 
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Let's go for a relaxing quest guys! Cool Doctors! None of that rushing to cultivate harder faster ASAP without dying! Simply growing and exploring the world at a sedate pace.
 
[X] Plan Perfected Body
-[X] Clan
-[X] Body Cultivation
-[X] Physician
-[X] Righteous
-[X] No shinies
 
If you pick Sect and no Shinies of any kind, they are exactly as strong as you.

Plan Pokemon has been updated above in the threadmark as well.

I would note that Spirit Severing Enemy is one of the most dangerous starts. It's as bad as losing your best cultivators (meaning you can barely raise your students into the next realm and it costs far more to do so), or coming close to dying. It's not as bad long-term if you can overcome it, but you are only a middle stage Nascent Soul cultivator. It's a very real possibility of a Game Over in two hundred years - everything you do for the first 10 turns of the quest will need to be aimed at overcoming such a foe if you want even a hope of surviving.
Figured. One of the trickier bits with management quests is starting with hard to define aims since its a new character with no predefined personality to guide actions by.

Having a do or die deadline seemed a handy way to channel the initial turns into an approach that the following game can ride on.
 
Listen we need a cool demon cultivation quest. All the cultivation quests are Good guys. We NEED MORE BAD GUYS.
 
Drug Dealers and Sacred Blade descriptions added.

These descriptions aren't final, they're just evocative of the sorts of things you'll see.

You'll vote on more specifics later.
 
Figured. One of the trickier bits with management quests is starting with hard to define aims since its a new character with no predefined personality to guide actions by.

Having a do or die deadline seemed a handy way to channel the initial turns into an approach that the following game can ride on.

As an aside, there will be a character creation (male vs female, cares about juniors/family members vs cultivation, etc) after we finish up sect/clan selection. There'll be more sect customisation too - some shinies will have specific subchoices as well, but it'll be stuff that isn't strictly power related but will define who the sect is and who you are.

For instance, you'll vote where in the Virtuous Flipper Region you are (the map has it contain part of all 3 regions of the continent in the Region - a demonic sect might want to hide in the mountains or desert to avoid being found, a righteous sect might situate themselves in the richer plains), how you treat mortals, how the sect or clan is governed, so on and so forth.
 
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You, a mere Nascent Soul cultivator do not know any of these secrets. But if you managed to rise to the stage above Spirit Severing, you might learn that...

There are nine Seas, each with continents or islands within them. Each Sea bears one of the Turtle Young, the divine children of the Heavenly Emperor Turtle that bears the world on its back. Islands and such surround them, and each of them bears a continent on their back, and each of them keeps to their own Sea. It is said that Heavenly Emperor Turtle has been raising his children for fifty million years, and they will become new worlds of their own once they grow sufficiently.

The Third Sea is the weakest of these seas by far, as a Demonic Path cultivator managed to slay one of the Turtle Young. Demonic Soup Chef was an obsessed cultivator who followed the Dao of Consumption, and invented the path of the Blood Demon using his Dao. He absorbed the life of those he slew, and set his sights on the Turtle Young. He managed to forge his Turtle-Slaying Demonic Sword and slew the Third Turtle Young. The sword pierced the turtle, and he turned the entire Third Sea into a great soup which he drank. He threw the organ meats from Third Turtle Young into the sea to make this, which is why the Organ Meat Desert exists today. With this power he challenged Heavenly Emperor Turtle himself. Nobody knows what happened since then, but the Third Sea has had much sparser spiritual energy and resources - Heavenly Emperor Turtle has no need to feed his child any more.

Indeed, anyone rising to Spirit Severing must eventually leave the Third Sea, as the spiritual Qi is too sparse to maintain their cultivation without copious use of spirit stones.
 
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Realized I forgot to specify in my plan, so edited in Righteous for Plan Drug Dealers.

Come on folks, we all know gobbling down sweet sweet drugs is the key to power for xianxia!
 
So far for combat we have Body & Sword Cultivators, Beast Tamers and Blood Demons.

In professions we have Pill Forging, Physicians, Array Carving, Beast Raising and Smithing.

I'm going to spruik other options.

For combat.

Demonic Tunes are iffy, but a powerful offensive option. Soul cultivators can resist them, but soul cultivation is rare. It's some serious glass cannon potential. It also unlocks Soul Investigators, which opens up many secrets and opportunities that you might not otherwise get.

Combat Formations is a top-notch option for Righteous factions who also take Obedient. Formation clans are defensively unparalleled, and are very powerful in large-scale warfare. If your cultivators work together well and obediently, it's even more powerful. Sure, your average disciple is weaker than most, but people are less likely to want to offend you.

Poison Master is dangerously fun. You can beat cultivators a great realm above yours with enough cunning, and while your combat strength is weak you can use poison mists to defend yourself and attack, poison water and food and any number of things to kill your enemies. Intrigue-focused demonic cultivation. Hiding and striking from the shadows. You can also be a Demonic Sect or Clan with less evil than Blood Demons - Poison Masters might be evil, but they're not 'slaughter millions of mortals to enhance my sword a little bit' evil.

For professions.

Merchants is similar to Physicians, but offers less money in return for more flexibility. Physicians need to treat people and while they make money, their opportunities are limited. Merchants can buy far more stuff, and also are more likely to run into great buying opportunities - arrays, weapons, pills, etc.

Soul Investigators is at the high end of the opportunity path. Income is unreliable, but opportunities are everywhere. Ancient inheritances, magical items in grottos, and so on. It's unpopular, but get going and you can potentially make a lot of money as well through a roaring trade in secrets.
 
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