Kingdom on the World's Edge [A Fief Builder / Cultivation Quest]

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Year 27: Result Part 3

Year 27: Result Part 3


The Wailing Fog Archive Report

As an honored client of the Wailing Fog the archivists have compiled what information they can on the deeper secrets of the Baishan Dukes and Duchesses. They apologize that there isn't very much given the tighter security of these high level cultivators.

Overseer Xiang Shufen
It's something of an open secret that the Overseer maintains a spy network, but the Wailing Fog ninjas have definitive proof that the Oversee does more than spy. He is behind many of the incidents plaguing his fellow monarchs. Especially Duchess Yasu. This is for a simple reason. As regent the Overseer is first among equals. His duchy is the largest and richest, barring the north sea provinces under Duke Yijun. And he doesn't want to give up that power to another monarch and definitely not to an Imperial taking the throne.

As such he has sent assassins to disrupt his peers' advancement, and even kill them. Monarchs are powerful, but they can still fall to poison or large enough numbers of lesser cultivators.

Minister Ah
The Wailing Fog has nothing on Minister Ah. All their ninjas sent to investigate him disappear and they have long since decided to stop poking the bear. They give up the "Secret" that Minister Ah must maintain a formidable counter intelligence network for free.

Duchess Yasu Yūri
The Duchess/Empress Yasu has almost no personal weaknesses. Not only is she an immensely powerful cultivator, but she is also the High General of Baishan and maintains a fiercely loyal army. Which is why the Wailing Fog tells you to be very careful how you use the information on the one weakness she does have. Which is that she carefully protects the descendants of her old mortal family. Her mortal grand nieces and nephews who sadly show no talent for cultivation. She also has a son, Yasu Wei, but he is a grandmaster adventuring somewhere in the grand empires of the West and thus basically untouchable by anyone in the Four Kingdoms.

Duke Yijun Jun
Countess Jian Shui is actually Duke Yijun's illegitimate daughter. Like many of the monarchs in Baishan he hasn't acknowledged their familial connection to protect her from his rivals. But he dotes on her in private. As far as the Wailing Fog ninjas can determine the only reason she hasn't ascended to Monarch is that it would paint a target on her. Though given her age she will likely do so soon regardless.

Duke Yijun also maintains a formidable spy network second only to Overseer Xiang and possibly Minister Ah.

Duchess Yang Xiuying
Duchess Yang has access to the inheritance of a Saint which has elevated her alchemy far beyond what is normal for a monarch. She uses the ability to produce vastly powerful elixirs to maintain her position of neutrality as all the other monarchs vie to purchase her purposely small number of immensely powerful elixirs each other.

Duke Zheng Xiang
The Wailing Fog haven't been able to find anything definite about Duke Zheng. Their ninjas keep defecting when they find their true loves or having bizarrely improbable accidents when they try to investigate him in more detail.

Duchess Mu Xiuying
Duchess Mu practically isn't even part of Baishan anymore. She runs her duchy as a basically independent kingdom and rarely ventures any farther north than her capital city. She is also in diplomatic contact with the barbarian chiefs to her south and the "raids'' are mostly staged.

Cost: $175

Along with the report Grandmaster Ichiro sends a new candidate for the position of your mistress of shadows, Akane Harumi. You aren't the best judge of ninja skills, but she seems slightly inferior to Ichiro, but still quite capable. Unlike Ichiro, who always seemed to disappear into the shadows when you weren't looking directly at him, she seems to hide by blending into your crowd of servants seamlessly.

Hired: Akane Harumi: Early Master, Ninja 14
Cost: $14/Turn


Pale Moon Sect

Sage Yuuka seems to be immensely excited by the prospect of doing unfettered research for the next few years. She eagerly promises to find a solution and immediately starts a frenzy of preparations as her disciples run all over the city and even back to the Pale Moon sect gathering supplies and cart loads of scrolls and ancient texts describing Qi, Qi Droughts, Types of Qi, Source of Qi, and anything else they think might pertinent.

The Pale Moon Sect will present a solution to the Qi Drought in Year 31 if another one isn't discovered by then.

Grand Academy of Xian Gu

The Grand Academy is handling all the matters of recruiting disciples for the new sect you and Mei have planned, but after the initial thousands are weeded out you arrive to inspect the final formation and artificing tests. Sage Rolando offers you the position of chief judge. But you decline. You know little of formations and it would be patently unfair to judge children by your standards of artifice.

As the day passes and disciples are selected or dismissed you find yourself pleased by the disciples present. They all have great talent, and you are sure they will propel the sect you have planned to great heights. You especially pick out a few exceptional talents Dai Fengli, Wu Qiang, and Wu Bolin all seem to have a great grasp of formations for their age. By your real eye is of course for the artificers. Shan Ai seems to be the best of the disciples in that category, though she seems somewhat soft for a Metal cultivator. One of the peasant applicants also seems to have surprised everyone with his prowess in musical artifacts. You make a note to keep an eye on all of their progress.

Students: Warriors x20
Top Disciples:

Shan Ai
Dai Fengli
Wu Qiang
Wu Bolin
Reed

The Ministry of Diligence

Granaries rise throughout the kingdom as the ministry of diligence carries out the command of the queen to prepare the nation for the coming disaster. The census lists are consulted and clerks across the land calculate how much each village and household would need to survive in even the harshest conditions.

Massive quantities of grain are purchased and fill the secure stockpiles guarded by stern soldiers. More clerks are hired to administer the granaries selling the grain and buying new supplies in order to keep anything from spoiling and maintain enough for the entire population of the kingdom.

Years of Stored Food: 2
 
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I don't think I missed anyone's disciple character, but if I did let me know and I'll add them in.

Also wow. I think counting yesterday this update took me something like seven hours to finish.
 
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Rumors Turn 28

Rumors Turn 27


Explosive Cauldrons
Rumor has it that Countess Hui Na has bee involved in an alchemy accident while attempting to refine a rare elixir. She has reportedly suffered minor injuries, but her alchemy hall has been destroyed. Even quieter whispers are that this was no accident and was instead a way to remove Duchess Yasu's alchemical support.

The Power of Fists
An assassination attempt was carried out on Bishop Yang Jie by unknown assailants employing forbidden magics to suppress the temple's qi and disable all the priests. What they apparently failed to overlook was that The Asura temple practices an ancient school of body cultivation in addition to their divine calling. Bishop Yang reportedly killed all the ninjas involved with his bare hands.

A Bad Harvest
The Vididian Elk Tribe does not typically concern themselves with mortal affairs, but there are several mortal villages in their sect lands that supply them with spirit grain and other mundane supplies. Unfortunately that lack of concern has come back to haunt the Viridian Elk Tribe as without cultivator oversight the harvest was extremely poor and the tribe's usual source of goods have been cut off leaving them greatly hampered.

Count Li Rong has gone to visit Duchess Yang again to continue working on trade routes to sell fish into the slowing starving Baishan eastern regions.

Cultivation x1
Merchant x1
Ninja x1
Administrator x1
Personal x1

Bishop Jiang Qiu actually went with Count Li Rong to visit Duchess Yang for reasons that are not clear.

Cultivation x2
Ninja x1
Diplomacy x1

Count Zhou Jun has been very busy reorganizing the Plum Blossom Temple. It's not easy redirecting centuries of sect development.

Cultivation x2
Administrator x2
 
Interesting. I hope we get the opportunity to expand our food supplies more. I think we might have a trade opportunity here which we should maybe pursue for humanitarian reasons as well as goodwill...
 
Year 28: The Court of an Empress

Year 28: The Court of an Empress

You have several important reports to deal with today. The first concerns Baishan. Duchess Yasu has declared herself Empress and taken control of the Imperial palace. However even as she has called for all the dukes and duchesses to attend her and swear loyalty they are being recalcitrant. Overseer Xiang has retreated to his own holdings even though he conducted most of his business from the Baishan Imperial Palace.

He has called for further consideration of Duchess Yasu's claim to the throne in light of certain irregularities. Technically this is completely correct. Duchess Yasu is the daughter of peasants and the likelihood of her actually being related to the old imperial family is very slim. Though not impossible.

Realistically though everyone knows this doesn't matter. Yasu is an imperial. Even if she's completely unrelated to the old Imperial family, that only matters to make her rule look slightly more legitimate. Dynasties do change after all.

What it does mean is that the monarchs of Baishan are maneuvering for time. Either to make private deals or prepare for a civil war. It's almost certain that the Overseer is going to fight. He is unlikely to want to give up his position of power to an outsider. And if he can gather enough monarchs on his side he might even win.

But it would be a devastating war either way. Especially as Baishan is starting to suffer from the Qi drought spreading across the region.

That thought reminds you of your second report. It's from the Viridian Elk Tribe written by Monarch Zheng. It is very apologetic and asks for an extension on the trade deal. The Qi drought in Lugong has become severe and the Viridian Elk Tribe is suffering. She's asking to pause the payment of elixirs and is willing to give up her sect's claims to the resort until they can resume.

It would be no great hardship to accept. Though a part of you twinges at the thought of breaking a deal.

The last thing is a report from the wailing fog on Longshan itself. Or at least Quhan. The courtiers are becoming less and less subtle in their manipulation of the laws. There are no longer very many of them who oppose Mei, but the ones that are left are abusing every loophole they can find to bring power and wealth to themselves.

You think that it's only a matter of time before someone decides to make that final, and have ordered Mistress Akane to keep an eye on them. You know Mei wants to be ready to pounce as soon as they make their final mistake.

Another Example: Clock Increased by One

Yearly Actions

Artificer Bonus
--- [ ] Select a trait, skill, or technique to boost with 2 XP. [Cultivation, School of the Iron Hammer, School of the Cave's Treasure]

Celestial Blood:
--- [ ] Select two traits, skill, or techniques to spend 5 XP on. This can be divided between further skills if desired.

Year Twenty Seven Actions

You may personally take 5 actions without penalty. You may lead up to 2 additional actions by taking on up to 2 stress. Each point of stress gives you a -1 to all rolls.

Li Mei may make 5 actions without penalty. However two of these are locked to ruling Longshan. Due to her circumstances Li Mei does not expect to cultivate every turn. She may take up to 2 additional actions by taking on up to 2 stress. Each point of stress on Li Mei increases the Violet Dragon's Hunger clock by one tick.

You can perform most actions in Quhan as well as Xian Gu. In which case the appropriate treasury is used.

Yan Xiu may take 3 actions without penalty. Nuan Heng may take 4. They may lead up to 1 additional action each by taking on up to 1 stress. All secondary characters will also expect to spend at least one action cultivating themselves unless there are compelling reasons not to.

Bear in mind that you can only use five organizations in a single turn.

Medium Organizations (+7)
Goldwood Trading Hall can perform one trading action and succeed on any action with a DC of 26 or less.

The Puppet Corps can perform one conquest action and succeed on any action with a DC of 32 or less.

The Harrowed Hounds may perform one Conquest Action and succeed on any action with a DC of 30 or less.

The Ministry of Diligence may perform one Administration action and succeed on DC 28 or less.

The Academy of Xian Gu may perform one Sage or Quest action at DC 32.

Small Organizations (+5)
The shrine maidens of the White Anteater Cult may perform one Diplomatic Action for you and succeed on any action with a DC of 25 or less. They may perform a Priest Action instead with a DC of 27 or less.

The ninjas of the Wailing Fog village may perform one Espionage Action for you and succeed on any action with a DC of 30 or less. (+3 for information gathering.)

The necromancers of the Pale Moon sect may perform one Learning Action for you and succeed on any action with a DC of 30 or less.

Tiny Organizations (+3)


The Spirit Beast Ranch will train
2 Warrior Moles

Trading Time for Bonus
Taking twice as many actions for something gives a +4 bonus. Any character or organization can do this. Taking four times as many actions gives +8 and so on. These extra actions can be spread across years.

Long Term Actions

[ ] Closed Doors Cultivation:
--[ ] Years Spent Training: Years x 10% bonus for SP gain
--- [ ] Select a trait, skill, or technique to boost with the XP gained.
--- Benefit: Automatically take 10 on each action
--- Benefit: Automatically breakthrough if within 12 of the Realm DC.

[ ] Govern a City/County/Duchy
--[ ] Years Spent Governing: Increase effective Administration skill by 5 per year.
--- Benefit: Increases tax revenue by (Administration + 10)%
--- Benefit: Free Training: Administration/Cultivation for each three actions total.
--- Benefit: Increase Order while governing.

[ ] Go on an Epic Quest
--[ ] Years Spent Adventuring: Gain +2 to loot roll per year.
--- Benefit: Gain one extra loot roll each year
--- Benefit: Free Training: Primary Combat School/Cultivation for each three actions total.

[ ] Set up a long term infiltration
--[ ] Pick an objective
--[ ] Years Spent Spying: Increase effective Ninja skill by 5 per year.
--- Benefit: Each additional year decreases the discovery chance.
--- Benefit: Gain (Ninja + 10)% additional benefit at end of infiltration
--- Benefit: Free Training: Ninja/Cultivation for each three actions total.

[ ] Set up an Embassy
--[ ] Pick a neighbor
--[ ] Years Spent Negotiating: Increase effective Diplomat skill by 5 per year.
--- Benefit: Each additional year gives a chance to find out information on the subject.
--- Benefit: Gain (Diplomat x2 + 20)% chance to increase relations each year.
--- Benefit: Free Training: Diplomat/Cultivation for each three actions total.

[ ] Oversee Business Venture
--[ ] Invest money
--[ ] Years Spent Dealing: Increase effective Merchant skill by 5 per year.
--- Benefit: Gain (Merchant + 10)% interest each year
--- Benefit: Free Training: Merchant/Cultivation for each three actions total.

[ ] Drill the Army
--[ ] Pick a military formation
--[ ] Years Spent Leading: Increase effective General by 5 per year.
--- Benefit: Gain (General + 10)% more soldiers as long as the action lasts.
--- Benefit: Gain (General + 10)% additional training for soldiers each year.
--- Benefit: Free Training: General/Cultivation for each three actions total.

[ ] Research an Aspect of the World
--[ ] Pick an research topic
--[ ] Years Spent Researching: Increase effective Sage by 5 per year.
--- Benefit: Passively teaches disciples involved in the research.
--- Benefit: Gain (Sage x2 + 20)% chance to finish one level of the research each year.
--- Benefit: Free Training: Sage/Cultivation for each three actions total.

Cultivation (+66 additional +30 to Training) [Cultivation + Resort + Treasure]

[ ] Training: +.1 XP for every point on the roll
--- [ ] Select a trait, skill, or technique to boost with the XP gained.
------ [ ] Who benefits from this boost?
--- [ ] Spend money to enhance this experience
------ [ ] Cultivation Aids ($4/$8/$20/$40) per +1; generates 1 point of Corruption; +30% if you have to import it.
------ [ ] Spirit stones ($6/$12/$30/$60) per +1; +30% if you have to import it.

[ ] Purification Ritual: Reduce Corruption by 1 per every 10 points on the roll
--- [ ] Purification Elixirs ($2/$4/$10/$20) per +1

[ ] Attempt a Breakthrough to a Minor Realm (DC 80): This grants +1 to all use of cultivated abilities, such as fighting. Attempting a breakthrough when your cultivation is not within 12 of the DC will generate 1 points of Corruption for every point of difference.
--- [ ] Cultivation Aids ($4/$8/$20/$40) per +1; generates 1 point of Corruption; +30% if you have to import it.
--- [ ] Spirit stones ($6/$12/$30/$60) per +1; +30% if you have to import it.

[ ] Attempt a Breakthrough to a Major Realm (DC 110): (Locked until Peak Monarch) This increases the skill cap by 5, the realm multiplier by x2, and resets the realm bonus to +4 to all use of cultivated abilities, such as fighting. Attempting a breakthrough to a major realm when your cultivation is not within 12 of the DC will generate 2 points of Corruption for every point of difference. In effect you must be able to make the breakthrough on a roll with no additional bonuses or your cultivation will become unstable.
--- [ ] Cultivation Aids ($4/$8/$20/$40) per +1; generates 1 point of Corruption; +30% if you have to import it.
--- [ ] Spirit stones ($6/$12/$30/$60) per +1; +30% if you have to import it.

Administration (+14) [Administration + Treasure + Trait]

[ ] Change the Tax Rate (DC 20 / DC 32 ): You're already collecting tax from the citizens of Xian Gu. It is an acceptable amount of money, but they could still afford more. However, increasing taxes any more would put a real burden on the citizens of Xian Gu and would be hard to implement without causing revolts. Of course lowering the tax rate would be much easier. Everyone loves less taxes.

- [ ] Minimal Tax: $150 / turn
- [ ] Reasonable Tax: $300 / turn
- [ ] Burdensome Tax: $600 / turn
- [ ] Crushing Tax: $1200 / turn

[ ] Conduct a Census (DC 27):
With how crowded your city is you feel as if you should be getting more taxes. Order your ministries to conduct a census to see who actually lives in Xian Gu now, and whether they owe you any spirit stones.

Update City Demographics
Increase Tax Income

[ ] Formalize Vassal Agreements (DC 25/32/37/41) (Li Mei Only)
The kingdom is getting bigger now. It's time to set some more agreements in place as to what exactly your vassals owe you. Work out a set of formal laws governing your relation with your subjects. (Weight: Vassals/Slight Vassals/Slight Kingdom/Kingdom)
-[ ] Broad Agreement
Set up a general contract that will apply to current and future vassals
-[ ] Individual Agreements
–[ ] Vassal
Make a contract with a specific vassal detailing their personal obligations and rights. Can be done even with a general agreement in place. But may anger other vassals if they feel they are being treated unfairly in comparison.

[ ] Found a New Ministry (DC 20): Much easier than a whole government would be to found a new branch of government to deal with some particular task. You have a few candidates in mind.

-[ ] The Ministry of (Write In) ($50/Turn): Request a government function. Can typically do one specific action each turn.

[ ] Disband a Ministry (DC 27): You may find that a ministry is no longer useful. It will take some work to overcome the inertia of bureaucracy, but you can disband those that you no longer wish to fund.

[ ] Improve Crop Yields (DC Variable)
Mostly the peasant farmers tend to their farms without much oversight from cultivators. As long as enough spirit grain and other foods are produced to ensure there is food to go around then everything is well. Most cultivators focus on fighting anyway, and those who do follow a path of literal cultivation prefer to spend their efforts on rarer and more useful spirit herbs.

Still sometimes it would benefit an area to have cultivators and scholars check over the fields, reroute rivers, dig terraces, and generally bend their mighty abilities to the task of ensuring an abundant supply of food.

Can be done once every five years per county.
Increases Food Supply based on roll.

[ ] Establish an Alchemy Hall (DC 20/27/32/36):
Having to buy elixirs from abroad all the time is expensive and time consuming. Build an alchemy hall and recruit some master alchemists to utilize the parts of spirit beasts, demon beasts, and spirit herbs to produce valuable elixirs. These range from body enhancers to cultivation aids.

Gain: Medium Alchemy Hall
Produces Gold Elixirs x75
Can produce Mortal and Earth elixirs in corresponding quantities.
Can Produce a small quantity of Mystic Elixirs or Gold Skill Elixirs instead
Elixir Grade depends on Leader Skill
Can also consume Beast Parts and Spirit Herbs to decrease upkeep.
Costs $370/Turn.

[ ] Establish an Artificer's Foundry (DC 20/27/32/36):
You are of course an expert artificer, but your time is also very valuable. Hiring a group of master smiths and their apprentices to create lesser treasures would make outfitting your retainers much easier. You'd just have to build a foundry for them and give them a budget to buy beast parts and spirit ore.

Gain: Medium Artificer's Foundry
Produces Gold Treasures x12
Can produce Mortal and Earth treasures in corresponding quantities.
Can Produce a small quantity of Mystic treasures instead
Treasure Grade depends on Leader Skill
Can also consume Beast Parts and Spirit Ore to decrease upkeep.
Costs $370/Turn.

[ ] Establish an Adventurer's Guild (DC 20/27/32/36):
If you're thinking about hiring alchemists and artificers you might as well see about supplying them. Adventurers go out all the time into the Wild Lands, but more successful ones form guilds to manage their members, give training, and track information about various locations of interest as well as threats. As a rich noble it would be fairly easy for you to give one of these your patronage or just form a new one.

Gain: Medium Adventurer's Guild
Gives three Quest Rolls every turn.
Quest's aren't always successful, but provide loot.
Regardless of Quest Results produces Gold Spirit Beasts Parts x20.
Costs $370/Turn.

City Expansion (+14) [Administration + Treasure + Trait]

[ ] Expand the CIty (DC 32)
Xian Gu now has ample room for all its current residents and plenty of room for growth, but you can always plan for the future. In time you may need to expand again. This will be a monumental endeavor, but would make your city a real landmark in the kingdom.

Cost: $10000
Increases City Infrastructure: Medium City

[ ] Encourage Population Growth (DC 27):
The city is actually a bit overcrowded now. However you can still spread the word that you are looking for more citizens to fill your city through your merchant contacts. Offer some subsidies for new arrivals and build a few new neighborhoods.

Cost: $100 per 1,000 Mortals
Cost: $400 per 1,000 Apprentices
Cost: $1,500 per 1,000 Warriors
Cost: $1,250 per 100 Masters
Increases Population: By appropriate amount

[ ] Encourage Economic Activity (DC 27):
You can subsidize the expansion of a specific industry. Have a few workshops built and offer discounts on raw materials through your trading hall. Buy back the products. It's a bit of an artificial cycle, but hopefully after a few years the industry will be self-sustaining.
-[ ] Type of Industry

Cost: $100
Maintenance: $25/turn
Add Minor Clock: Unstable Industry [ ] [ ] [ ] [ ] [ ]
Increases Industry: +1 Trade Goods
Increase Imports: +1 Raw Materials

[ ] Settle Merchant Clan in your territory (DC 20): Trade caravans travel all through the World's Edge. But not many of them come out to the edges where you've settled. Convincing a merchant clan to set up a route into your territory will aid your economic growth greatly. But if you intend to convince a Merchant Clan to move, you will need to give them a decade long tax concession that will reduce your income to essentially 0. Moving is expensive and they expect to be compensated for their expenses, expenses you cannot afford to pay upfront.

Gain $25/Turn in income starting in 10 turns. Gain Trade Rumor Mill generating 3-5 pieces of potentially irrelevant economic information.
Can perform one additional trading action for you.

Alchemy (+6/+7) [Cultivation Realm Bonus + Leaf Cauldron/Iridescent Toxin]

[ ] Brew low grade mystic elixirs for sale (DC: 29/34/40/47) This consumes three mystic herbs per elixir, and creates five elixirs by default. This costs $21.60 for imported ingredients. It produces $20 worth of output which is five +1 consumable items. Beating each additional DC will increase the grade of the elixirs by one, which increases the bonus by 1, and the price as well ($4, $8, $20, $40 per elixir). The amount of elixirs produced can be decreased lowering the needed herbs proportionality and reducing the DC by 1 for each fewer elixir.

[ ] Brew low grade mystic poisons for personal use (DC: 29/34/40/47) This consumes three mystic herbs per vial, and creates five poison vials by default. This costs $21.60 for imported ingredients. It produces $20 worth of output which is five +1 consumable combat items. Beating each additional DC will increase the grade of the elixirs by one, which increases the bonus by 1, and the price as well ($4, $8, $20, $40 per vial), however you don't know where you could sell these. The amount of vials produced can be decreased lowering the needed herbs proportionality and reducing the DC by 1 for each fewer vial. Using a poison vial in combat as part of a successful espionage action will automatically inflict an additional wound.

Artifice (+48) [Cultivation Realm Bonus + Artifice + Iron Hammer + Treasure + Trait]

(Note: Cave's Treasure allows for an artificer to use that path to substitute for Iron Hammer. In which case they do not need to spend anything on ore, but the resulting treasure will crumble to dust after two years if not used by someone with the appropriate grade of Cave's Treasure.)

[ ] Produce two low grade Mystic treasures for sale (DC 29/34/40/47): This consumes 40 units of Mystic ore. This costs $57.60 for imported ingredients. It produces $50 worth of output which is two +1 permanent items that are limited to a specific action. (i.e. Combat rolls) Beating each additional DC will increase the grade by one, which increases the bonus by 1, and the price as well ($25, $50, $125, $250).

[ ] Produce a low grade Royal treasure for sale (DC 37/42/48/55): This consumes 20 units of Royal ore. This costs $115.20 for imported ingredients. It produces $100 worth of output which is a single +1 permanent item that is limited to a specific action. (i.e. Combat rolls) Beating each additional DC will increase the grade by one, which increases the bonus by 1, and the price as well ($100, $200, $500, $1000).

Quest (+31) [Cultivation Realm Bonus + School + Treasure]

[ ] Go on an Adventure (DC: ??): Your time is limited, but there are things you can find in the wild lands that you can't get anywhere else, or would at least be very expensive.
(Depending on the roll you can find useful locations, harvest rare materials, loot treasures, tame spirit beasts, increase your cultivation, and possibly reduce stress.) (Will spawn a second roll to determine what exactly you need to overcome. May cause a bonus or penalty depending on your school.)

Espionage (+19) [Ninja + Wailing Fog + Treasure]

Gathering Information (+3)

[ ] Steal Treasures (DC 27/DC 32/DC 36): Treasures are valuable to cultivators and are extremely expensive. You can make your own, but it's always cheaper to steal them from someone else.
--- [ ] Write in what kind of treasure or treasures you want to steal

[ ] Steal Cultivation Manuals (DC 27/DC 32/DC 36): The vast majority of cultivators practice what is known as the Path of Three Peaks. This is the path of continuous self improvement. Taking in the Qi of the world and refining it with your own body to improve your soul. It is a long, steady path that has been well charted by those who came before. There are rumors of entirely different paths that a cultivator might walk, such as the Path of Primal Energy, or the Demonic Paths, but there are also variations in the Three Peaks. By restricting yourself to certain courses of action you can cut shortcuts for the Qi in your Dantian. This greatly accelerates cultivation, at the cost of flexibility. You can gain a manual granting a bonus of +25% to +100% XP to Cultivation at the cost of limiting yourself to a specific school or schools of thought.

[ ] Steal Forbidden Cultivation Manuals (DC 27/DC 32/DC 36): There aren't a lot of things that are truly forbidden to the cultivators of the world. But there is a whole subsection of schools that focus on sacrificing the lives of others for power. It's not so much that cultivators care about mortals, though of course there are always heroes, but rather those paths eventually lead to powerful bloodthirsty cultivators who bring ruin to entire regions of the world. Of course being a powerful bloodthirsty cultivator yourself might not be so bad. You can gain a manual granting a bonus of +25% to +100% XP to Cultivation for a specific Demonic Cultivation Art.

[ ] Steal Technique Manuals (DC 27/DC 32/DC 36): The Ten Great Schools are so common that no sect can lay claim to their origin. They comprise a set of fundamental techniques that serve cultivators in all walks of life well. But they are general and perhaps not so well suited to specialization. There are other less well known schools that have techniques that reward those who are willing to walk a narrower path. You gain a +25% to +100% XP to <Insert School> technique manual, this bonus improves the speed at which you train these techniques.

[ ] Improve Spy Network (DC 27):
You have a small network of contacts delivering information to you from around the World's Edge. It could be better however. For one thing the information it delivers is neither detailed nor very important. You could work to get your agents more deeply embedded in the various cities around the region.

Improves Rumor Mill (4-8 Rumors per Turn)
Provides +5 to Espionage Operations to Gather Information
Costs $75/Turn to maintain

[ ] Establish Hidden Village (DC 20/27/32/36): You need your own source of Ninja to carry out actions you would prefer to be kept quiet. Fortunately there are always displaced Ninja clans that are hated for one reason or another. Or ninjas that have angered their previous employers, leading to seeking new homes. They would be extremely narrow in focus, trained in a fast cultivation style and an even faster school of techniques. This effectively makes them clones of each other, a limitation that tends to make these sorts of Hidden Village clans easy to identify.

Gain access to a Friendly Ninja Clan.
+2 to +4 from Friendly Ninja specialization traits to certain espionage activities.
Provides a source of reliable Ninja to hire as employees.
Costs $120/Turn to maintain the relationship and their location.

[ ] Invest in the Branch Village (DC 32): (Locked until Year 29)
The branch village has been doing well and quite a few ninja families have moved into the cliffside houses. It could be bigger though. WIth a bit more funding the ninjas will start conducting regular missions on your behalf. They'll travel throughout the region and perform careful operations to gather useful information for you.

Gains one random secret per turn.
Increase size: Medium Ninja Village
Operating Costs: $370 - ($50 Trade)
Decrease cost of hiring more ninjas

[ ] Assassinate (DC ?): Attempt to eliminate a target through poison or other means. You have no real targets in mind for now but in the future, if you do, this is a useful activity.

[ ] Collect information on someone specific. (DC Variable): Occasionally you want to investigate someone specific. Depending on their cultivation and personal security this could range from trivial to very difficult, but you the Wailing Fog will attempt to carry out your orders regardless.
-- [ ] Select a Target
---[ ] DC 27 for Master
---[ ] DC 32 for Grandmaster
---[ ] DC 37 for Monarch
---[ ] DC 42 for Imperial

Acquires 2-3 facts about the Target

[ ] Collect information on your neighbors. (DC 20): There are many travelers and many rumors in the Four Kingdoms. It is fairly simple to collect publicly known information on the important powers in the region. The hard part is winnowing the true facts from the exaggerated rumors. Assign your ninjas to this task and have them collate a report for your archives.
-- [ ] Select a Target

Acquires 4-6 facts about the Target

[ ] Investigate the Kingdom of Tiangong (DC 32): The kingdom of Tiangong is one of the primary sources of high quality treasures in the region. If you seek to establish your own forge it would be wise to investigate their methods so you can disrupt or copy them as needed.

Acquires 2-4 facts about the Kingdom of Tiangong
Acquires 1 secret about the Kingdom of Tiangong

[ ] Investigate the Kingdom of Lugong (DC 32): The kingdom of Lugong has its own internal problems. Both sisters have their own plans, and you might be able to exploit that. However you have already gathered all the most readily available information. It will take a real expert to learn more.

Acquires 2-4 facts about the Kingdom of Lugong
Acquires 1 secret about the Kingdom of Lugong

[ ] Investigate the Kingdom of Baishan (DC 37): The undisputed regional master Baishan has many powers and many secrets. It would be best to learn more about them so you don't end up as a puppet of one of their noble clans.

Acquires 2-4 facts about the Kingdom of Baishan
Acquires 1 secret about the Kingdom of Baishan

[ ] Perform Counter Espionage (Variable): You need more security around your holdings. You can task your agents with infiltrating your own population and working to locate and foil any spies that may be hiding among them. (Increases DC of espionage actions targeted against you to (5 + Roll + Modifiers)

[ ] Purchase Information
You have a good relation with the Wailing Fog Village and they have a substantial archive of information that they have already collected. For a price they would release some of that information to you. (You can purchase as much information as you like with one action)
---[ ] $2/Fact (Ex: Information on a Grandmaster)
---[ ] $5/Secret (Ex: What a Grandmaster is planning.)
---[ ] x2 for information on Tiangong
---[ ] x5 for Monarch level information
---[ ] x25 for Imperial level information

Trade & Investment (+11) [Merchant + Trait]

[ ] Embark on a Trade Expedition (DC 20/27/32/36) ($50-$300 Goods + 10% caravan cost)
Examine current market trends and determine what would be most profitable to buy and sell in the region. You'll need to outlay a significant amount in order to purchase your trading goods and outfit your caravan. But if you made the right predictions and have good haggling skills you can make it all back and more.

Returns Goods Value + (10%, 20%, 50%, %100)
Special: Goldwood Hall can take this action and make a roll as if it were a Merchant 20 character.

[ ] Improve the Goldwood Trading Hall (DC 37):
The Goldwood Trading Hall is the biggest business in Xian Gu, and that is no formality now. They truly do rank among the largest merchant organizations in the region. Unfortunately the very largest of guilds are all backed by people more powerful than yourself. For the Goldwood Hall to move into new territory they must have backing to match.

Improve Relationship: Family
Increase size: Large Merchant Clan
Operating Costs: $5,000
Gross Income: $6,000
Net Income: $1,000/Turn

Can perform two Trade Actions for you at 25.

[ ] Sign a Contract to sell your Treasures (DC 20): (Requires a merchant clan) Once they are set up, formalize your relationship with Xiu and Heng by signing a contract to sell your treasures only through them.

Gain +$30/turn in return for locking in a minimum of 1 artifice production action per turn. You would be giving this Merchant clan a monopoly on selling your product.
Locks Trade Route [Artifice] to being controlled by this Clan if it is taken.

[ ] Caravan Post (DC 27)
The trade expedition you sent out made a decent profit, but looking over its accounts you notice much of that profit was eaten up by the initial outfitting costs of purchasing animals and hiring guards for the journey. It would be useful to set up a small extension to the guild hall with a stable and barracks for guards. That way you could have everything you need prepared ahead of time.

Cost: $300
Reduces Trade Expedition Costs: -%10

[ ] Search for Imperial Raw Materials (DC 32)
You don't necessarily need a Thousand Winters Ice Blossom specifically anymore, but you could still look and see if any sects in Baishan would be willing to sell one or materials of a similar grade. It would be expensive, but could prove very useful.

Cost: $150


[ ] Import Spirit Beasts (DC 27): You have ambitions of opening your own Beast Ranch or Ranches. Unfortunately with no locally available animals you will need to import some from other parts of the World's Edge.

Allows you to pick 1 of 3 random spirit beast types to import.
Each additional type of beast improves Spirit Beast Ranch revenue by $5.

[ ] Establish Trade Route: There are many things the World's Edge needs and you can produce some of them. Establish a route between Xian Gu and another city somewhere else in the World's Edge to provide these goods. This is good for economic growth because your sister city in this trade will have stuff you need.

Gain $20/Turn in Revenue.
Gain passive income growth of $1/Turn.
Limit one trade route per "specialty"
Current Available Routes: Treasures

[ ] Establish a Supply Route: There are things you can make that would be useful to the rest of the kingdom of Longshan. They can always purchase from you normally, but it might be better to set up established supply routes. They will not be as beneficial for you as trading with a foreign city as Longshan is relatively poor.

Gain $5/Turn in Revenue.
Limit one trade route per "specialty"
Current Available Routes: Treasures

[ ] Hire Wailing Fog Ninjas (DC 20/27/32):
As part of your agreement with the Wailing Fog Village you may hire their ninja to help carry out tasks for you. Wailing Fog Ninja are specialized in counter espionage. (You may hire ninja of different realms, and as many as you can afford, but one roll will be made for each ninja and it will determine how skilled they are.)
---[ ] $3/Turn per Warrior Ninja
---[ ] $14/Turn per Master Ninja
---[ ] $90/turn Grandmaster Kumiko (Special: This is the wailing fog village leader. She can only be hired once every few turns and has fixed stats. She is very good at what she does.)
---[ ] $80/turn Grandmaster Souta (Special: This is the wailing fog branch village leader. He can only be hired once every few turns and has fixed stats. He is very good at what he does.)

[ ] Hire Pale Moon Necromancers (DC 20/27/32):
As part of your agreement with the Pale Moon Sect you may hire their disciples to help carry out tasks for you. Pale Moon sect necromancers specialize in studying the principles of the body and using their knowledge to raise undead soldiers to attack their enemies. (You may hire necromancers of different realms, and as many as you can afford, but one roll will be made for each necromancer and it will determine how skilled they are.)
---[ ] $4/Turn per Warrior Necromancer
---[ ] $15/Turn per Master Necromancer
---[ ] $100/turn Grandmaster Rho (Special: This is the leader of the Pale Moon Sect. He can only be hired once every few turns and has fixed stats. He comes with a free regiment of undead.)


[ ] Hire Lotus Blade Cultivators (DC 20/27/32):
You are a generous patron of the Lotus Blade Academy and as such you are more than welcome to hire members of the school to carry out tasks for them. Given your patronage Wu Fen is willing to offer a steep discount. Disciples of the Lotus Blade are extremely strong in duels whether with other cultivators or spirit beasts. (You may hire disciples of different realms, and as many as you can afford, but one roll will be made for each cultivator and it will determine how skilled they are.)
---[ ] $2/Turn per Warrior Disciple
---[ ] $8/Turn per Master Disciple
---[ ] $50/turn Grandmaster Wu Fen (Special: The mistress of the Lotus Blade. She can only be hired once every few turns and has fixed stats. She is very very good at what she does. Every other hiring you won't need to pay anything for her assistance.)

[ ] Hire Cultivators
You have good relations with a number of sects now. You can hire various specialists if need be. You can approach any sect that is currently helpful to you.
---[ ] $4/Turn per Warrior Disciple
---[ ] $15/Turn per Master Disciple

[ ] Train at the Lotus Blade Academy:
You can choose to send your followers to train at the Lotus Blade Academy. They have a good selection of cultivation manuals that will allow anyone below Master to cultivate more efficiently. They also have a series of good technique manuals for the Lotus Blade that allows members of the Academy to train it far more effectively.

One follower can train for free each year. After that it costs $4 per follower.

Diplomacy (+14) [Diplomat + Shrine Maiden + Treasure]

[ ] Construct an Embasy (DC 37)
The shrine maidens have been pulling double duty as both diplomats and priestesses, but this division is detracting from their full potential. Some of them have found their call more in secular matters arguging and cajoling foreign emissaries than tending to the White Anteater. With some careful persuasion you can move these shrine maidens into your personal service as the core of your new diplomatic corps.

Passively increase relations
Organization Founded: Medium Embassy
Operating Costs: $370
Can perform one diplomatic action

[ ] Community Advisors (DC 27)
The shrine maidens visit the various residents of the city and take their requests and complaints. Where possible they use their healing techniques to use injuries and minor ailments. And every few months they deliver a full report to you of just where your citizens think you are lacking.

[ ] Internal Politics
-[ ] Mountain Rhinos (DC 37)
-[ ] City of Xu (DC 35)
-[ ] Plum Blossom Temple (DC 25)
Longshan has grown larger. Though it was at the expense of its smaller neighbors. Said smaller neighbors are not particularly happy about this. It would be a good idea to smoothe over the ill will gained in this process, and see what can be done about improving relations.

[ ] Develop a relationship with a Merchant Clan (DC 27): You want economic allies in these troubled times to help you bolster your fief's economy and your personal income. You may not find the perfect clan for the job but you could certainly find someone as a Grandmaster cultivator.

Requires: Trade Route [Any] to be given as a monopoly to this Merchant Clan
Improves relationship with an unknown (at this time) Merchant clan, to a maximum of Helpful.

[ ] Develop a relationship with another Sect (DC 27): There are many sects spread throughout the kingdoms of this part of the World's Edge. As a Grandmaster, you are powerful enough to negotiate with them on an even footing and potentially develop relationships with them.

Requires: Trade Route [Alchemy] or Trade Route [Artifice]. Incompatible with a Merchant Clan monopoly.
Unlocks hiring from a sect.
Improves relationship with a Sect, to a maximum of Helpful.

[ ] Develop a relationship with the Kingdom of Tiangong (DC 37): The mountainous kingdom to your north is already a friendly power, and you have a loose alliance with them. However it could be closer.

Requires: Trade Route [Any] with the Kingdom of Tiangong. Incompatible with a Merchant Clan Monopoly.
Improves relationship with the Kingdom of Tiangong, to a maximum of Helpful

[ ] Develop a relationship with the Kingdom of Lugong (DC 32): You have made peace with your southern neighbor. It is a somewhat uneasy peace however and Yi Xinyi is somewhat unpredictable. It might be a good idea to develop more stable relations with the kingdom.

Requires: Trade Route [Any] with the Kingdom of Lugong. Incompatible with a Merchant Clan Monopoly.
Improves relationship with the Kingdom of Lugong, to a maximum of Helpful

[ ] Develop a relationship with the Kingdom of Baishan (DC 25): The ancient kingdom to your east is somewhat ambivalent to your upstart nation, but if you are to become a permanent presence in the region, then you must forge ties with them. If you develop them as allies it would go a long way to legitimizing you and could also be a valuable source of aid against the kingdoms of Lugong and Tiangong.

Requires: Trade Route [Any] with the Kingdom of Baishan. Incompatible with a Merchant Clan Monopoly.
Improves relationship with the Kingdom of Baishan, to a maximum of Helpful.

Conquest & War (+13) [General + Harrow Hounds]

[ ] Border Forts (DC 37) (Administration + General)/2:
Building forts along your entire borders would greatly secure the kingdom. It is quite the ambitious project and would take both large amounts of resources as well as carefully planning to ensure that there were no structural or tactical weak points. But in the end it would greatly strengthen the kingdom.

Cost: $5,000
Maintenance: $250/Turn
Provides +1 to all Defensive Conquest Actions in your Kingdom

[ ] Fortify Watchtowers (DC 32) (Administration + General)/2:
Your holdings are now protected by lines of watchtowers that let your scouts keep watch for any approaching invaders. Protected is a strong word however. The watchtowers are stone and fairly sturdy, but they are too small to hold out against a siege and lack any sort of siege weapons to fight back. Time to fix that. Expand the watchtowers to hold additional supplies and soldiers to defend them from larger forces. Place a ballista on each one.

Cost: $740
Maintenance: $37/Turn
Provides +2 to all Defensive Conquest Actions in your County

[ ] Fortify the City (DC 32) (Administration + General)/2:
Xian Gu is fortified and supplied for a siege as well as any average city in the four kingdoms, but it could always be better. It's also not taking advantage of its own siege workshops. Employ teams of laborers, engineers, and formation masters to raise the walls even higher, inscribe warding formations to fortify them, and build great towers armed with ballistas to make any attackers pay dearly for approaching the city.

Cost: $600
Maintenance: $30/Turn
Provides +3 to all Defensive Conquest Actions in the city of Xian Gu

[ ] Found a Division (DC 37)
Longshan is getting big enough that it's time to consider forming an actual division. It will be a long hard process to find an appropriate general and train the thousands of necessary troops, but it will give you a real force on the battlefield. You could also incorporate your existing regiments to make the process a little easier.

Costs: $1,200/Turn; Costs increase by $120/turn until it reaches $4,800/Turn.
Can perform one Conquest Action for you.
Force Level: 3,102



[ ] Found another Regiment. (DC 32)
You have become fairly familiar with the process of recruiting a group of soldiers at this point, but that also means there are few mercenary contracts in the area. If you want to expand your army you'll have to take on their full costs. A regiment consists of about a hundred apprentices in groups under warriors led by a small number of masters.

Costs: $92.5/Turn; Costs increase by $27.75/turn until it reaches $370/Turn.
Can perform one Conquest Action for you.
Force Level: 246

[ ] Train a Company of Militia
Sometimes you don't need an entire regiment. You could instead recruit a band of apprentices from your militias as part of your regular army. They would be led by a few warriors and commanded by a master.

Costs: $120/Turn
Gain: 40 Regulars to form an additional component of your army.
Force Level: 82

[ ] Plan a War
Assign one or more generals to come up with a plan to invade or defend against another nation. This will involve picking units and tactics to fight the war along with listing the various amounts of supplies needed to adequately supply them. The plans can be saved for the appropriate situation.

[ ] Help Yi Da in a Civil War (Locked until Lugong Civil War)
-[X] Puppet Corps (Ambush)
-[X] Cloud Tigers (Royal Guard)
-[X] Ice Wolves (Cavalry)
-[X] Old Apes (Elite Shock Cavalry)
-[X] Wu Fen (Grandmaster)
-[X] Mountain Rhino 1 (Heavy Infantry/Unreliable)
-[X] Mountain Rhino 2 (Heavy Infantry/Unreliable)
-[X] Gu (Grandmaster/Unreliable)
-[X] Gang Junjie (Monarch)
-[X] Li Mei (Monarch)
Cost: $1,480 per year

Learning (+0) [Sage]

[ ] Teach a Class
You are skilled in passing on cultivation knowledge to others. Choose a group of cultivators to teach. The entire class will gain SP as if they had made a cultivation roll with one fourth of your cultivation skill as a bonus.

[ ] Write down a Technique Manual (Skill DC 10/15/20/25)(Sage DC 22/27/32/37)
Choose a skill that you know and write a manual on how to train that skill. A successful roll will create a manual of the (Apprentice/Warrior/Master/Grandmaster) realm. Anyone else training that skill will gain a +1 SP bonus in training that skill until they reach a level of skill capped by the manual's realm. Depending on the Sage DC they will also receive a (25%/50%/75%/100%) improvement to their cultivation in that skill. Alternatively the bonus can be downgraded to increase the total skill levels covered by five. (Default is 10)

[ ] Copy a Technique Manual
Make a copy of a technique manual you already own. This doesn't have to be one you wrote yourself.

[ ] Theorize improvements to a School (DC 22/27/32/37) (Multi Turn)
By refining a school's style you can improve the efficiency of the school. You can choose either an aspect of that school's uses or how fast it can be learned. Upon completion of your ponderings you will have created a new school with a 25% bonus to either the rate of SP gain or to a certain subset of actions of the original school. However the school will be limited to the realm of the DC. (Master/Grandmaster/Monarch/Imperial)

[ ] Create a new School of Techniques (DC 27/32/37/42) (Multi Turn)
Sometimes you desire to walk a path no one else ever has. Either because your circumstances are unique or because you need to accomplish some task that is not covered by the more common schools. It's not easy to come up with an entirely new technique, but it can be very valuable. However the school will be limited to the realm of the DC. (Master/Grandmaster/Monarch/Imperial)

[ ] Complete a Technique Manual (DC 17/22/27/32/37/42) (Multi Turn)
Sometimes you will gain an incomplete technique manual. Either because it is too high for your current understanding or because it is missing parts. By carefully studying it you can fill in what you are missing so that you can create a more complete set of manuals.

Creates a new manual at the (Apprentice/Warrior/Master/Grandmaster/Monarch/Imperial) realm based on a current manual. If you practice the school's techniques yourself you can step up to two realms at time. Otherwise only one. If you step the manual down a realm, then the new manual's bonus will be the same as the old manual. If you step up a realm, then the bonus will degrade by one step as well.

[ ] Retrain yourself (Requires founding a school)
As the school's founder you are intimately familiar with it. You can perform this action to contemplate the old school and the new school and how to put your theory into practice. You will gain up to 5 skill ranks in the new school, but only up to a maximum of the ranks you have in the old school.

[ ] Study Cultivation (DC 37)
How does the world work? What is Qi? How do the elements interact? By learning to understand everything around you you can more fully comprehend the laws of the world. This will increase your rate of cultivation SP gain by 25% until you reach the DC to break through to the next realm.

[ ] [ ] [ ] Study Someone Else's Cultivation (DC 37)
It is possible to give other people insight into their own cultivation. By carefully studying their current path and writing a manual you can aid them in their own understanding. This creates a manual that someone else can use to emulate the Study Cultivation action.

[ ] Improve Annex (DC 32)
The necromancy annex in the academy is doing quite well. You could increase its funding yet again. It would become almost a twin of the academy proper. One where the more uncommon arts are taught as compared to the academy's class on the classic schools.

Increase size: Medium Pavilion
Operating Costs: $370 - ($50 Trade)
Decrease cost of hiring more necromancers

[ ] Establish a Sect
You want a steady source of cultivators loyal to you. So you will establish a new sect. This will not be an easy process. You will need to establish the curriculum, hire teachers, and recruit talented disciples. And even then it will be twenty years or so before any of the new graduates are ready to work for you. Still you have time for long term planning.
-[ ] Determine Sect Curriculum
-[ ] Invite skilled teachers (DC 20/27/32/36)
-[ ] Recruit talented Disciples (DC 20/27/32/36)
Costs: $150/Turn + $7.5 per 10 disciples
Result: In approximately 20 years you will be able to recruit graduates from the sect. Their abilities will be determined by how well each of the three sub actions went. This will also stabilize the price per turn as the sect recruits enough of its own graduates to be able to perform various profitable activities. You will be able to call on the sect in times of crisis as well. Though how well they will be able to assist will depend heavily on how long the sect has been established.

[ ] Write a Book (DC 32) (Requires sage and another skill of at least 15)
You have long felt that there were certain inefficiencies in the way things have been done. Now you will combine your practical experiences and theoretical knowledge to thoroughly examine a certain aspect of society and publish a book detailing ways in which it could be improved.

Unlocks Upgrades for the actions governed by the skill
These upgrades increase the bonuses or reduce penalties for those actions

[ ] Research the Qi Drought (DC ???)
Qi droughts aren't unheard of. Usually they go away on their own as natural Qi springs well up and replenishes the vitality of the land. But perhaps there is some way to hurry this process along.

Religion (+16) [Priest + Shrine Maidens + Treasure]

[ ] Construct a larger Temple (DC 27) (Locked until Diplomatic Corps Built)
The shrine maidens have been pulling double duty as both diplomats and priestesses, but this division is detracting from their full potential. Once you have split off the more secularly inclined shrine maidens the rest can rededicate themselves to religious matters.

Spreads White Anteater belief
Increase size: Medium Temple
Operating Costs: $370 - ($50 Fealty)
Can perform one religion action

[ ] Proselytize (DC 27/Xu DC 32)
The word of the white anteater is spreading. Most people in the kingdom have heard of it. But most do not really believe. Continue the good work one city at a time.

[ ] Exorcize Spirits (DC: 15)
Not all spirits are benevolent. And unfortunately they tend to pop up fairly frequently. Take a trip around the local region getting rid of the worst ones.

[ ] Care for the People (DC: 15/22/27)
Heal the sick, resolve disputes, and council those who are emotionally conflicted. This will help soothe the populace and gain Virtue at the same time.

Family

Li Chao loves and looks up to you. You can do no wrong in his eyes, but that can change. Failing to spend time with him will lead to him growing more distant as the years pass.

Li Mei: +0
Gang Junjie: +0

[ ] Indulge Li Chao (DC 7 no bonuses)
Let Li Chao do what he wants. Play the games he chooses and let him have his own way. He'll love this, but it could lead to him becoming spoiled. His love for the parent involved will increase. Failure will lead to him becoming spoiled however.

[ ] Spend Time with Li Chao (DC 9)
Devote part of your time with Li Chao to teaching him various aspects of the world and playing games in equal measure. Take him to see various sights and give him a broad grounding. He'll probably like this, but it might not be very useful. Success will give him SP in a random skill as if the Teach a Class action was taken.

[ ] Train Li Chao (DC 11)
Give Li Chao a rigorous education. He's a prince and he needs to learn many many subjects in order to rule his future subjects. This will give him SP in cultivation, administration, and one other random subject as if the Teach a Class action was taken for all three. But he probably won't like it. Failure subtracts from his Love for the parent teaching him.

[ ] Secure Li Chao
You are powerful, but you have enemies. Place Li Chao under strict supervision and guard to prevent anyone from abducting or harming him. This will give him a point of Stress.

[ ] Have another Child (DC: 8) Requires Gang Junjie and Li Mei
Cultivators spend all their time strengthening their bodies and fortifying it with massive quantities of Qi. This helps them personally, but presents a problem when attempting to have children. As a delicate new life has not been strengthened sufficiently to withstand such dense Qi. As such the more powerful a cultivator the more difficult it is for them to conceive. Masters tend to have a slightly harder time than normal, but Grandmasters and above need to take special steps to carefully meditate with their partners and delicately mesh their Qi to form a protective formation for the embryo as it develops.

Junjie Personal [Automatic success]

[ ] Go Hunting with Li Mei: Li Mei is a good friend, and one of the few people of at least your realm in the area. Journey to the capital and invite Li Mei to join you for a round of drinking or maybe a spirit beast hunt. This will improve your relationship with her and let the two of you talk strategy in person.

Reduce The Violet Dragon's Hunger Trouble Clock by 1 to a minimum of 0.

[ ] Talk to Someone
Sometimes you just need to talk to someone specific. You can set aside some time to track them down and deal with their problems. Or perhaps set them on a different path than the one they are currently on.
- [ ] Who are you contacting (Write In)

[ ] Vacation: Reduce stress by 1.

Mei Personal [Automatic success]

[ ] Be a Queen
Much as it pains you to be inactive, someone needs to actually run Longshan and it's your job. You need to set aside time for dealing with ambassadors, judging cases between counties, and making sure the kingdom is running more or less on the course you planned for it.

[ ] Performing Judgements (Locked until Another Example clock ticks down)
This isn't something that Li Mei can push off on anyone else. She has to personally sit in judgment of the officials who are found to violate her new laws to show that she is paying attention and that the crime will be just as severe as the law says.

[ ] Review the Army with Gang Junjie: Your new husband is a good friend, but he's overly cautious. He keeps talking you out of invading your neighbors, and admittedly he has good points. But you have good points too! Take him to review the army you've built and show him Longshan is ready for war.

Increases The Violet Dragon's Hunger Trouble Clock by 1.

[ ] Talk to Someone
Sometimes you just need to talk to someone specific. You can set aside some time to track them down and deal with their problems. Or perhaps set them on a different path than the one they are currently on.
- [ ] Who are you contacting (Write In)

[ ] Track down your Father
You've been meaning to do this forever. He didn't leave many clues, but you're going to find that no good son of a bitch and give him a beating for what he did to your mother.

[ ] Vacation: Reduce stress by 1.
 
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Is Building Granaries still actually an option? And what would it do if so, just provide additional years of storage?

Also, I don't think visiting Qimeng Zhe should still be in the action list, though I could be wrong.
 
We probably should go on an adventure on the wild lands in searching to a spot rich in earth Qi, we need an imperial of our own asap.
 
Mei can also potentially hit Imperial quite rapidly if qi weren't an issue.

Plan coming in maybe an hour or so, I'm eating dinner right now.
 
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Preliminary plan is as follows:

[X] Plan Crafting And Research
- [X] Artificer - +2 xp Cultivation on Himself
- [X] [X] [X] [X] Craft Royal Treasure x4 (Specialized Cultivation Item – Training Sage Only, Sage, Armor, Normal Cultivation item for Li Rong)
- [X] Spend time with Li Chao (DC 9)
-- [X] With Li Mei

Secondary Characters:

- [X] Li Mei: Celestial Blood - +5 xp Cultivation on Herself, +5 xp Administration on Herself
- [X] Li Mei: Be A Queen
- [X] Li Mei: Establish an Alchemy Hall (DC 20/27/32/36) – Quhan
-- [X] Helping Nuan Heng
- [X] Li Mei: Go on an Adventure (DC: ??):
- [X] Li Mei: Found a Division (DC 37)
-- [X] Receiving help from Puppet Corps
-- [X] Incorporating all current Regiments founded by Junjie other than the Harrow Hounds
- [X] Li Mei: Spend time with Li Chao (DC 9)
-- [X] With Junjie
- [X] Yan Xiu: Train Cultivation on Herself
- [X] [X] Yan Xiu: Construct an Embassy (DC 37) (2 Actions for +4)
-- [X] Use Perfected Gold Elixir for +4 Diplomacy
-- [X] Receiving help from Shrine Maidens
- [X] [X] Nuan Heng: Train Administration on Himself x2
-- [X] Using Grandmaster level Technique Manual
- [X] Nuan Heng: Establish an Alchemy Hall (DC 20/27/32/36) – Quhan
-- [X] Receiving help from Li Mei
-- [X] Using Perfected Gold Elixir for +2
- [X] Nuan Heng: Food Aid (Viridian Elk) (DC 20/27/32/36)
-- [X] Also using Perfected Gold Elixir for +2

Organizations:

- [X] Wailing Fog Village: Steal Technique Manuals (DC 27/32/36)
-- [X] Introductory Diplomacy
-- [X] Using Low Grade Gold Elixir for +1 to hit DC 32
- [X] Shrine Maidens: Construct an Embassy (DC 37)
-- [X] Helping Yan Xiu
- [X] Puppet Corps: Found a Division (DC 37)
-- [X] Helping Li Mei
- [X] Grand Academy: Research the Qi Drought (DC ???)
-- [X] Using Perfected Gold Elixir for +4
- [X] Ministry of Diligence: Establish an Artificer's Foundry (DC 20/27/32/36) – Xian Gu
-- [X] Using Perfected Gold Elixir for +4 to hit DC 36

Organizational Long Term Actions:

- [X] Goldwood: Oversee Business Venture (Year 1)
-- [X] $5000
-- [X] 5 Years
- [X] All Other Regiments: Drill The Army
-- [X] Siege Warfare
-- [X] 1 Year
- [X] Pale Moon Sect: Research an Aspect of the World (Year 2)
-- [X] Solving The Qi Drought
-- [X] 5 years

Other:

- [X] Elixir: None this year
- [X] Special Note: Purchase Perfected Gold Diplomacy Item for the head of the new Embassy.
- [X] Special Note: Continue allowing the Viridian Elk access to the resort.
- [X] Special Note: Make sure Yan Xiu, Nuan Heng, Itsuki Taro, Branca Roza, and Rolando Eimear have access to the Cultivation Resort this turn (-$20 profits)

So, Junjie is spending one more turn doing crafting before beginning his education. For Mei, I do agree that taking an action to adventure is no bad idea. Aside from that, Mei and Nuan Heng will make an Alchemy Hall in Quhan (to go with the sect and increase our income), and founding a Division with aid from the Puppet Corps (who will be taking the lead in making up the Division under Zan Yaling), Nuan Heng will otherwise max out his Admin skills, while Yan Xiu founds an Embassy (something we need rather badly). The Grand Academy will see if we can come up with something quicker on the Qi Drought (if not, we'll likely just wait for the Pale Moon's solution in a few years), and the Ministry of Diligence will found a crafting hall in Xian Gu (again, to go with the sect and up our income significantly).

I'd actually like to also send food to the Viridian Elk to help them out (and keep the elixirs flowing, obviously), but I'm not sure what category of action that is? We could definitely pull an action free to manage something if it's possible.

EDIT: Edited in a Food Aid action as discussed above. Also experimenting with a formatting change to make reading the plan easier (which I'll be doing going forward, I think). No functional changes past the Food Aid action having been added.
 
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If using the elixers are still valid then I'll vote for the plan. If not then obviously I wont :p. (You could specify that your looking for a good place to breakthrough that wont effect the qi drought. but that might not be needed)
 
If using the elixers are still valid then I'll vote for the plan. If not then obviously I wont :p. (You could specify that your looking for a good place to breakthrough that wont effect the qi drought. but that might not be needed)

The plan definitely gets a few adjustments if purchased elixirs are not available. I'm thinking they probably are...the Viridian Elk can't afford to just stop doing business entirely, after all, but if there are problems there adjustments can be made.
 
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