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

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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.

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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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It's always "train hard, fight harder, cultivate hardest" in Xianxia stories.
How about saying no to that, for once?
Kick back in your spirit hot springs, drink some infused root beer, and read about latest business trends in the health sector.
i actually feel like its the other way around feels like because all the stories have murder monkeys for protags no one ever wants to fight good in the quests.
 
Oof. Higher difficulty than expected, was thinking the pill focus would overcome the Thin Qi more. Time to go back to the drawing board.

Difficulty isn't necessarily bad - it's more 'what are the chances of the clan getting wiped out'.

Drug Dealers can be a really strong sect, but they have a lot of weaknesses - Crippled and Two Enemies are doing most of the difficulty work there. Thin Qi is annoying, but can be overcome with wealth. Difficulty is basically a function of 'who wants to kill us, also, can they?' Usually higher difficulty means higher potential outcomes as well - in the unlikely event the thread survives the first two hundred years in Though The World May Stand Against Us, they'll far outscale any other proposed faction.
 
On Shinies.

Here are a few I feel have been neglected.

Ancestral Will in general. A superlative defensive tool and one that can kill enemies who attack you. Adding a second Nascent Soul cultivator to your ranks even momentarily is going to be a big deal.

Ice Volcano Spear. OHKO on anyone in Nascent Soul. Sure, you can only use it once, but if you're otherwise weak it lets you basically just shrug off the first attack (or mount a successful first attack on your enemies).

Body Rejuvenation Herb. More combat potential for you personally if you're under attack, recovering more quickly. Cheap, too.

Thinning Bloodline. Longterm problem for gains now. If plan takes enemies or injuries, getting an extra Shiny certainly wouldn't hurt.

Stolen Techniques. Longterm problem that can potentially be resolved.

Tempering Trials. It's rough - very rough, and can't easily be resolved. But the main weakness is that it can't be resolved, not that it's completely crippling. Very long-term, but only maybe a bit worse than Stolen Techniques in the short term.

Good Seed Tribute. Desperately dangerous. But if you can resolve it, you've solved the problem and got yourself five free shinies.
 
[X] Plan Friends in High Places
-[x] Sect
-[x] Body Cultivation
-[x] Pill Forging
-[x] Advantages
--[x] Spirit Herb Field (Medium) (-3)
--[x] Secret Pill-Making Recipe (-3)
--[x] Ally (Minor) (-2)
-[x] Disadvantages
--[x] Thin Qi (+4)
--[x] Injured (+1)
--[x] Paying Tribute (+3)
-[x] Righteous

Here's a different take on the pill plan. Paying Tribute with a Body Cultivator Elder and Thin Qi may be draining, but we have a secret pill recipe and spirit herbs. Plus allies to sell our pills to. Still starting injured, but no direct enemies, so if we can hold out for 50 years we should be good.
 
Shit, I wish I noticed this sooner, I had a pretty damn neat idea.

If this isn't locked by tomorrow, I can try to submit it anyway though
 
[X] Plan Demonic Techniques
-[X] Sect
-[X] Blood Demon (Demonic Only)
-[X] Array Carving
-[X] Demonic
-[X] Advantages
--[X] Spirit Stone Mine (Medium)
--[X] Body Rejuvenation Herb
--[X] Sect Technique Palace (Sect ONLY)
--[X] Spiritual Treasure (Contribution Points Board)
-[X] Disadvantages
--[X] Tempering Trials
--[X] Two Enemies
--[X] Stolen Techniques (Sect ONLY)

An alternative demonic plan that initially should be less dangerous.
 
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[X] Plan Perfected Body with shinie
-[X] Clan
-[X] Body Cultivation
-[X] Physician
-[X] Righteous
-[X]Advantage
--[X]Spirit Stone Mine (Minor)(-1)
--[X]Body Rejuvenation Herb(-1)
-[X]Disadvantage
--[X]Enemy(+2)

This plan is to create a danger in the begin for have a Spirit Stone Mine that help us for the body cultivation the second advantage will help us if we lost battle against this enemy or futur enemy
 
Nice.

A teaser then, I'm actually thinking of modeling one of those "Evil" Alien clans that are often spat out as a perfectly legitimate monster for protagonists to genocide, while applying a bit of internal logic to explain that perspective.

To wit, Cultivators are assholes who have a tendency to force situations into black and white perspectives, and you could be the most saintly people alive and still be subject to regular genocide based on grudges literally nobody alive was present for.

All to display how incredibly awful a bog standard cultivation cosmology is.

Going to put all this together tonight
 
how bad is dangerous tribulation?

Pretty bad. Half the chance to break through great realms means you lose a lot of good cultivators. Ultimately your numbers aren't that much worse (cultivators don't break through usually because of a lack of resources - maintaining Core Formation cultivators is very costly, for instance - not heavenly tribulation - this is why Thin Qi is 4 shinies but Dangerous Tribulation is 3), but you can't handpick all the best talents as easily. This is why Sect Technique Palace is so very good - the best talents can be easily pushed into greater realms. If you get a great seed with a magical bloodline, or who encounters a lucky opportunity to raise their potential, or something along those lines, Dangerous Tribulation means they're that much less likely to make it through.
 
Right
Here's my plan

[X] Plan Beastmaster
-[X] Sect
-[X] Beast Taming
-[X] Beast Raising
-[X] Righteous
-[X] Obedient
-[X] Sect Technique Palace (Sect ONLY)
-[X] Tempering Trials
-[X] Enemy
-[X] Badly Injured


Here's my rationale for all of this

Sect means it's easier to bounce back from setbacks and stuff, since we can just recruit more disciples

Beast taming and Beast raising are taken for two reasons: 1: I like it and I think a cultuvation quest with a beast raising focus would be pretty neat, and 2: It helps mitigate the maluses I've chosen

Righteous is mainly for that little extra social buffer and also so that we're not hunted down

Obedient just makes sense with the maluses I've taken, so that our disciples are less likely to be plants from our enemy, or to defect/surrender to the group that's using us as tempering trials, or to turn on us when we're injured

Sect technique palace's use is obvious, but it should also help our sect not die in the tempering trials or to our enemy. In addition, since beast raising is the focus of this sect, I'd assume that the palace is used mainly for beast raising/taming techniques, effectively making the sect's beasts stronger, and making it less likely that the disciples, the part of the sect that isn't disposable, will die.

Tempering trials was chosen because as a beast taming sect our fighting strength is mainly in beasts, which, like I've said earlier, are inherently disposable compared to our disciples. Since I'm pretty sure that the tempering trials are meant to, you know, temper the juniors of the group that's using us as trials, I'm gonna assume that they're mainly gonna go after the strong but ultimately disposable beasts instead of the physically weak disciples

Enemy was chosen because the combination of beast taming as a focus and sect technique palace means that we're going to both outnumber and outskill our enemy, so it shouldn't be an enormous problem

Badly injured was taken because it specifically states we've been badly injured, and since we're a beast tamer, our individual combat prowess isn't super important, since we have fuckemup monsters to do our fighting for us.
 
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[X] plan Tempered blade
-[X] sect
-[X] sword cultivation
-[X] Smithing
-[X] Righteous
-[X] Obedient
-[X] Spiritual Treasure (Contribution Points Board)
-[X] Sect Technique Palace (Sect ONLY)
-[X] Enemy
-[X] Two Enemies
-[X] Tempering Trials

i see this plan as a sort of attacked on all sides but were a group of united well organized bad asses as a themetic
 
Is it possible to feed the chaff of the disciples to the arrays to save the better seeds when the centenary invasions happen?
 
Come on guys. Choose one of the evil plans you saw that map It was basically 80 percent good sects we have to knock those jerks off their High horse. ARE YOU WITH ME!!!!!!!!!!!!! Or are you my enemy? As is proper xianxia slang.
 
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Its pretty much Plot Armour and being super lucky.
 
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