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

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Year 28: Results Part 2

Year 28: Results Part 2

Yan Xiu


Yan Xiu spends some time working on her cultivation base. She meditates and works on her fog techniques. And the result is illuminating in more ways that one. She is enlightened in her understanding of Steam Qi and becomes able to more easily use and direct it even when her surroundings don't have any naturally available.

Yan Xiu Cultivation: +9.5 SP
Yan Xiu Cultivation: +1
Yan Xiu Cultivation: +1 TP


Afterwards Yan Xiu returns to Xian Gu and oversees the construction of a new embassy to house actual ambassadors to help you keep in contact with foreign powers. Of course construction is really only a fraction of what she is doing. Her main task is going through interviews with dozens of cultivators, both shrine maidens and residents of the city, who are seeking to take up permanent diplomatic positions.

She questions them not only to ascertain their loyalty, but also to see how diplomatic they are. Whether they can follow all the necessary etiquette protocols, hold their tempers in hostile negotiations, and convince stubborn parties to see their point of view. In the end she hires several acolytes who are more interested in secular life than the white anteater, but unsurprisingly all the more advanced shrine maidens are well and truly devoted. So the bulk of the diplomatic corps is made up of Xian Giu residents.

This includes Chun Hai, a middle aged master, who until then worked as one of your clerk overseers. However Yan Xiu has determined that she has the poise and keen understanding of politics necessary to go much further and has appointed Chun as the leader of the embassy.

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

Leader: Chun Hai (Early Master) (A)
Diplomacy - 15

Nuan Heng


Nuan Heng takes the Proper Administration of Courts and spends half the year secluded in his office studying and meticulously going over every record and report from the entire kingdom. Piece by piece he analyzes how each one fits together and shows a portion of the kingdom. And more than that how each one could be improved.

He writes a thick report going over the entire state of the kingdom with a vast number of improvements. However while he carefully files it away in the end this was not for the ministries to implement but rather for Nuan Heng himself to consider how best to run a kingdom and all its myriad bureaucracies.


Nuan Heng Administration: +33 SP
Nuan Heng Administration: +4


Something which he immediately puts into practice by founding an alchemy hall right next to the Everblooming Azure Garden sect in Quhan. That way not only will the alchemy hall have ready access to the sect's abundant herb gardens, but will also be well placed to recruit graduates of the sect who show a knack for alchemy.

Nuan Heng recruits several alchemists to fill the lower levels and interviews a number of masters to take the lead position. It isn't until everything is said and done and he is having lunch with Nuan Wen, a superb alchemist, that a chance remark over their family names leads the two to discover that they are in fact long lost cousins.

Nuan Heng Administration: +1 TP

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.

Leader: Nuan Wen (Early Grandmaster) (A)
Leaf Cauldron: 20

Still as nice as it is to find some unexpected family Nuan Heng cannot stay in Quhan forever. He soon leaves to visit granaries around Longshan to check their food stocks and see what can be spared for the Viridian Elk Tribe. Fortunately this proves easily done.

His work in the fields last turn has led to immense bounties and there is more food than the people of Longshan can possibly eat. Easily enough to arrange for a massive caravan to the Viridian Elk Tribe.

Once it arrives he is personally greeted and thanked by Monarch Zheng who is surprised and thankful for the unexpected bounty. A feast would be ill advised given the food situation, but Monarch Zheng gives Nuan Heng one of her personal elixirs as thanks.

Cost: $300
Improves Relations Viridian Elk Tribe: Close Friends
Improves Stability of Viridian Elk Tribe
Nuan Heng: Perfected Royal Cultivation Elixir x1



Wailing Fog Ninjas

Your Mistress of Shadows, Akane, approaches you in your study one night and wordlessly offers you a scroll. Unrolling it you see it is a work describing various types of people and how to best present yourself to them in order to gain their favor.

Mistress Akane doesn't say where the scroll came from, and you don't ask.

Talking with People
by Da Ling
Improves Cultivation (Diplomacy): 50%, +1 SP
Minimum Diplomacy: 0
Maximum Diplomacy: 10

The Grand Academy of Xian Gu
Sage Rolando leads her students and scholars in searching through reams of ancient texts for answers on how to combat a Qi drought. Unsurprisingly they don't find any immediate answers, but they clarify the methods used to alleviate droughts in the past. There are effectively three solutions.

The first is to introduce a large source of Qi to the affected area and simply wait for the excess Qi to diffuse through the area. This takes some time but is relatively simple. At least if such a source of Qi can be located.

The second is to analyze the location of qi springs and dragon veins in an area and carefully reroute them so that the Qi is more efficiently distributed through the area. Generally dragon veins tend to be clustered so reworking them can generally ensure that Qi gets everyone instead of clumping in one area. Though the cultivators living in those areas usually protest.

The last way is to just wait. Most of the time Qi Droughts are caused by one time events such as techniques or ascensions draining the collected Qi of a region. So as long as no qi springs were actually destroyed the region will recover in time.

Ministry of Diligence
Meanwhile Minister Yijun has been combing through the artificers who have clustered in Xian Gu. There are quite a lot of them. And most of them are very close to your workshop. The reason for this is fairly simple. You are the best artificer in the Four Kingdoms. Only Duke Zheng is even close and he isn't a focused artificer. Just looking at your pile of rejected works is enough to inspire a lesser artificer with enlightenment and your guards have to regularly eject ambitious cultivators attempting to actually enter your workshop in search of secrets.

Now Minister Yijun is taking advantage of that to find the best of them and hire them to work in an official foundry. Minister Yijun has his work cut out for him. The promise of actually working for you directly has prospective artificers lining up for days. Eventually however he is able to select the most impressive of these as well as those actually willing to work hard and not just after easy secrets. They'll be kept in line by Lin Fu, a gruff master artificer who used to get most of his work through commissions to the Gold Wood trading hall. You're pretty sure a lot of your employees have examples of his work.

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.

Leader: Lin Fu (Mid Master) (A)
Iron Hammer 15
 
That all seems to have gone very satisfactorily, so that's nice. The Alchemy Hall in particular is wildly more successful than we could've hoped for and I am here for it.

We do sort of need to know Lin Fu's Elements and Foundation, though (at least as regards Metal and Artifice). If he's got at least a +2 to Iron Hammer from the combination of the two (which seems almost certain), then we can get the Foundry creating Perfected Treasures pretty easily, but what kind of resources are needed to do that depends on his exact bonus (as does what level of Mystical Treasures it can create, which is also relevant).

The latter concerns (exactly what resources are required and what Mystical level stuff can be created) is also true for Nuan Wen and the Alchemy Hall and his Foundation, Core, and Elements (at least, as they apply to alchemy), but he can definitely manage Perfected Gold stuff no trouble so it's not as urgent to know.
 
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Lin Fu is Metal/Fire/Lunar

He'd be
Foundation: Metal/Fire/Lunar
+1 to Metal Schools
+1 to Fire Schools
+1 to Lunar Schools
+1 to Combat when fighting in mass combat.
+2 to Artifice
+1 to Combat against Solar Cultivators

Nuan Wen is pure Wood and thus gets the pure wood foundation and core from the character creation.

Foundation: Wood
+3 to Wood Schools (School of the Leaf Cauldron, School of the Iridescent Toxin, School of the Demon's Command)
+3 to Healing and Alchemy

Forest Core
+1 to Fire Schools (School of the Fierce Wildfire, School of the Demon's Command, School of the Mountain's Formation)
+2 to Wood Schools (School of the Leaf Cauldron, School of the Iridescent Toxin, School of the Demon's Command)
+2 to Healing and Alchemy
-2 to Combat with Metal Qi Cultivators
Command the Cauldron: You can take 10 on any attempt at Alchemy. Remember the max roll is 12.
 
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Shouldn't Lunar have some bonus other than the oppositional element one (which every element sort of gets)? It might not be relevant in this instance, but it seems like there should be something.

And wow, Nuan Wen is wildly overqualified. Sweet.

And yeah, that works, information-wise. We'll need to abuse elixirs for the foundry to make Perfected Gold stuff on the first turn (he's got a 35 base at the moment, so 12 Perfected Gold Elixirs should do it), but that's doable and once we get Lin Fu a Perfected Crafting item he's good to go on Gold level stuff (since then he'll just have a 39)...sadly, he won't quite be able to hit high Grade Mystical any time soon (at least not in meaningful quantity), but it can't be helped and handling all gold grade stuff for us plus making money is definitely good enough.

Nuan Wen meanwhile...well, making Royal stuff would require we get Royal herbs, but Branca Roza is right there, and he's definitely good to go on anything lower than that once we get him an alchemy item.
 

Year 28: Results Part 2

Yan Xiu

Yan Xiu spends some time working on her cultivation base. She meditates and works on her fog techniques. And the result is illuminating in more ways that one. She is enlightened in her understanding of Steam Qi and becomes able to more easily use and direct it even when her surroundings don't have any naturally available.

Yan Xiu Cultivation: +9.5 SP
Yan Xiu Cultivation: +1
Yan Xiu Cultivation: +1 TP


Afterwards Yan Xiu returns to Xian Gu and oversees the construction of a new embassy to house actual ambassadors to help you keep in contact with foreign powers. Of course construction is really only a fraction of what she is doing. Her main task is going through interviews with dozens of cultivators, both shrine maidens and residents of the city, who are seeking to take up permanent diplomatic positions.

She questions them not only to ascertain their loyalty, but also to see how diplomatic they are. Whether they can follow all the necessary etiquette protocols, hold their tempers in hostile negotiations, and convince stubborn parties to see their point of view. In the end she hires several acolytes who are more interested in secular life than the white anteater, but unsurprisingly all the more advanced shrine maidens are well and truly devoted. So the bulk of the diplomatic corps is made up of Xian Giu residents.

This includes Chun Hai, a middle aged master, who until then worked as one of your clerk overseers. However Yan Xiu has determined that she has the poise and keen understanding of politics necessary to go much further and has appointed Chun as the leader of the embassy.

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

Leader: Chun Hai (Early Master) (A)
Diplomacy - 15

Nuan Heng

Nuan Heng takes the Proper Administration of Courts and spends half the year secluded in his office studying and meticulously going over every record and report from the entire kingdom. Piece by piece he analyzes how each one fits together and shows a portion of the kingdom. And more than that how each one could be improved.

He writes a thick report going over the entire state of the kingdom with a vast number of improvements. However while he carefully files it away in the end this was not for the ministries to implement but rather for Nuan Heng himself to consider how best to run a kingdom and all its myriad bureaucracies.


Nuan Heng Administration: +33 SP
Nuan Heng Administration: +4


Something which he immediately puts into practice by founding an alchemy hall right next to the Everblooming Azure Garden sect in Quhan. That way not only will the alchemy hall have ready access to the sect's abundant herb gardens, but will also be well placed to recruit graduates of the sect who show a knack for alchemy.

Nuan Heng recruits several alchemists to fill the lower levels and interviews a number of masters to take the lead position. It isn't until everything is said and done and he is having lunch with Nuan Wen, a superb alchemist, that a chance remark over their family names leads the two to discover that they are in fact long lost cousins.

Nuan Heng Administration: +1 TP

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.

Leader: Nuan Wen (Early Grandmaster) (A)
Leaf Cauldron: 20

Still as nice as it is to find some unexpected family Nuan Heng cannot stay in Quhan forever. He soon leaves to visit granaries around Longshan to check their food stocks and see what can be spared for the Viridian Elk Tribe. Fortunately this proves easily done.

His work in the fields last turn has led to immense bounties and there is more food than the people of Longshan can possibly eat. Easily enough to arrange for a massive caravan to the Viridian Elk Tribe.

Once it arrives he is personally greeted and thanked by Monarch Zheng who is surprised and thankful for the unexpected bounty. A feast would be ill advised given the food situation, but Monarch Zheng gives Nuan Heng one of her personal elixirs as thanks.

Cost: $300
Improves Relations Viridian Elk Tribe: Close Friends
Improves Stability of Viridian Elk Tribe
Nuan Heng: Perfected Royal Cultivation Elixir x1



Wailing Fog Ninjas

Your Mistress of Shadows, Akane, approaches you in your study one night and wordlessly offers you a scroll. Unrolling it you see it is a work describing various types of people and how to best present yourself to them in order to gain their favor.

Mistress Akane doesn't say where the scroll came from, and you don't ask.

Talking with People
by Da Ling
Improves Cultivation (Diplomacy): 50%, +1 SP
Minimum Diplomacy: 0
Maximum Diplomacy: 10

The Grand Academy of Xian Gu
Sage Rolando leads her students and scholars in searching through reams of ancient texts for answers on how to combat a Qi drought. Unsurprisingly they don't find any immediate answers, but they clarify the methods used to alleviate droughts in the past. There are effectively three solutions.

The first is to introduce a large source of Qi to the affected area and simply wait for the excess Qi to diffuse through the area. This takes some time but is relatively simple. At least if such a source of Qi can be located.

The second is to analyze the location of qi springs and dragon veins in an area and carefully reroute them so that the Qi is more efficiently distributed through the area. Generally dragon veins tend to be clustered so reworking them can generally ensure that Qi gets everyone instead of clumping in one area. Though the cultivators living in those areas usually protest.

The last way is to just wait. Most of the time Qi Droughts are caused by one time events such as techniques or ascensions draining the collected Qi of a region. So as long as no qi springs were actually destroyed the region will recover in time.

Ministry of Diligence
Meanwhile Minister Yijun has been combing through the artificers who have clustered in Xian Gu. There are quite a lot of them. And most of them are very close to your workshop. The reason for this is fairly simple. You are the best artificer in the Four Kingdoms. Only Duke Zheng is even close and he isn't a focused artificer. Just looking at your pile of rejected works is enough to inspire a lesser artificer with enlightenment and your guards have to regularly eject ambitious cultivators attempting to actually enter your workshop in search of secrets.

Now Minister Yijun is taking advantage of that to find the best of them and hire them to work in an official foundry. Minister Yijun has his work cut out for him. The promise of actually working for you directly has prospective artificers lining up for days. Eventually however he is able to select the most impressive of these as well as those actually willing to work hard and not just after easy secrets. They'll be kept in line by Lin Fu, a gruff master artificer who used to get most of his work through commissions to the Gold Wood trading hall. You're pretty sure a lot of your employees have examples of his work.

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.

Leader: Lin Fu (Mid Master) (A)
Iron Hammer 15

Woah!! That's amazing!!! Thanks a lot for this another great update!!
 
Rumors Turn 29

Rumors Turn 29


The Ice Swan's Crusade
There is more than one ancient beast in the lands of the Four Kingdom. Far to the south is the nest of Kuángbào zhě, the Furious One. Surrounded by a never ceasing blizzard it is tended to by the cult of the Ice Swan. And rumors are that vast numbers of barbarians are making the pilgrimage from their homes on the steppes to the frozen temple complex. It isn't clear what they are being called for, but it does not bode well.

The Orchid's Bloom
Although subjected to a rather harsh attack only recently the assassins of the Night Orchid Sect have quickly bounced back. Of course what exactly they are doing isn't exactly being told openly, but rumors from the shadows are that they have been especially busy lately, and quite a few cultivators in Baishan have been dieing in mysterious circumstances.

Small Affairs
Not everything that cross your desk is an affair of kingdoms. You have recently recieved word that Xiuying Chin has recently come into quite some funds as his investments into a small merchant caravan have born fruit. Xiuying has apparently made wise use of his long associationg with Governor Nuan to learn quite a bit about how merchants do business.

Bandits in Lugong
There is trouble just across your border in Lugong in the Pale Moon Sect. Apparently the number of bandits in the area has increased massively. The Pale Moon Sect has not been heavily affected by the Qi Drought, but that is itself why desperate villagers from further in the kingdom have moved to the region and turned to banditry in order to survive.

Count Li Rong has been busy teaching the disciples of his sect. The foremost disciples are on the verge of graduating and they are already making a name for themselves as the Mountain Fist Sect.

Cultivation x2
Sage x2
Merchant


Bishop Jiang Qiu has secluded himself for most of the year as he meditates on his own path.

Cultivation x3
Diplomacy x1


Count Zhou Jun has spent the past year seeing to the running of the Plum Blossom Temple training them and overseeing the management of their vassal villages.

Cultivation x2
General x1
Administrator x1
 
Year 28: Accounting

Year 28: Accounting

Infrastructure: $225.00
-Cultivation Resort: $100.00
-Goldwood Trading: $100.00
-Spirit Grain Farm: $10.00
-Good Roads: $10.00
-Spirit Beast Ranch: $5.00

Government: $9,097.00
-Operating Costs: -$950.00
-Taxes: $10,047.00

Fixed Expenses: -$1,353.00
-The Harrow Hounds: -$370.00
-Puppet Division: -$60.00
-Spy Network: -$20.00
-Lotus Blade Academy: -$100.00
-Watchtowers: -$15.00
-City Walls: -$12.00
-Manor Security: -$1.00
-Manor Guard: -$20.00
-Ballista Yards: -$25.00
-Xian Gu Academy: -$400.00
-Branch Village: -$70.00
-Small Temple: -$70.00
-Small Pavilion: -$70.00
-The Embassy$0.00
-Medium Alchemy Hall$0.00
-Martial Order #2: -$60.00
-Martial Order #3: -$60.00

Employees: -$96.00
-Akane Harumi: -$15.00
-Yuuka Masuyo: -$15.00
-Shui Bao: -$8.00
-Xiuying Chin: -$8.00
-Fu Xia: -$40.00
-Dong Long: -$10.00

Trade: $68.00
-Mortal Ballista (Perfected): $10.00
-Mortal Ballista (Perfected): $5.00
-Copper Moles: $12.00
-Trade Route (Ballista): $24.00
-Trade Route (Copper Moles): $17.00
--Increases by $1 each per turn$0.00

Misc Expenses: -$340.00
-Followers: -$20.00
-Locked Resort Slots: -$20.00
-Food Aid: -$300.00

Business Ventures: -$2,250.00
-Investment (Year 28):-$5,000.00
-Interest (Up to Year 32): $2,750.00

Purchases: -$587.58
-Royal Ore x77: -$399.63
-Perfected Gold Treasures: x1 -$81.00
-Perfected Gold Elixir: x5 -$97.20
-Low Gold Elixir: x1 -$9.75

Net Income: $4,763.42
Reserves (Year 27): $16,802.59
Treasury: $21,566.01

The Ministry of Public Works
--Current Goal: Fortify Watchtowers [$669/$740]
The Ministry of Spirits
--Faith: 71/100
The Ministry of Progress
--Economic Stability [X] [X] [ ] [ ] [ ]
Scheduled vote count started by Arcanestomper on Feb 7, 2023 at 2:43 AM, finished with 16 posts and 8 votes.
 
watchtowers are going to finish any time now, I think it has a chance of doing so next turn, Which I think will be the first project the ministry of public works finished a project all by themselves.
 
Year 29: Rumbling in the North

Year 29: Rumbling in the North

Mei follows Lady Tianshu deeper into the forest on the flying island. The forest looks to be very rich in Qi and filled with quite an abundance of spiritual plants and beasts. But Mei is put on edge by the feeling of passing through layer after layer of formation. She can feel them pressing down on her with hostile intent. The least of them would send her wandering in a befuddled daze while the worst would strike her down where she stood. But they all stand down at Lady Tianshu's command. Like a pack of growling guard dogs called to heel by their owner.

As focused as she is on the formations, Mei is caught a little off guard when Lady Tianshu stops. They have arrived at a clearing in the forest. Several boulders are arranged as chairs around a much larger one that looks like someone lopped off the top of a small hill. A small stream trickles through the center of it providing a natural center piece.

Lady Tianshu takes a seat on one of the boulders and indicates that Mei should do the same. When she does, a sapling pops out of the ground beside her. It rapidly grows level with her shoulder and one branch shapes itself into a tea cup while the others rapidly bud off several fruits. Refreshments for the talk apparently.

Lady Tianshu dips her own tea cup into the stream, and when Mei follows suit she finds that the cup itself is sprouting tea leaves to form a rich earthy blend. Taken together she suspects that Lady Tianshu is a wood cultivator of a very high rank. But such considerations are soon put aside as Lady Tianshu begins to question her about the current events happening in the outside world.

From there the talk takes a winding road through the history of the area and the empires that once ruled it, the nature of the world, different varieties of tea, and how best to make a wood carving. It is a meandering talk that seems to have no particular goal, but Mei finds it very enlightening nonetheless.

When Lady Tianshu sees her off Mei isn't surprised to find that the floating island vanishes once she travels a few dozen Li away and in the end she didn't not get either a new Qi source or any valuable treasures. Nonetheless she is satisfied.

Lin Mei Cultivation: +20 SP
Lin Mei Cultivation: +1
Lin Mei: Cultivation Insights (+50% SP for one turn)


After an intensive bout of letter writing and tugging on her network of mercenary contacts Zan Yaling has managed to recruit two grandmasters well known for their military prowess. The first is Cezary Wulfstan. A mountain of a man, who yes is an earth cultivator. You don't know what it is about this region that makes all the earth cultivators into giants. It wasn't like that in the folded mountains. General Cezary is a stoic type who doesn't say much, but he is accompanied by a veteran troop of mercenaries who seem to be quite capable.

The other grandmaster General Zan has recruited is Aruna Kristina. She is a cheerful lady whose face is set in a perpetual smile and who seems to fill the room with a gentle warmth. You are honestly a little surprised that she is a general. You would put her down as healer or priestess. But her record of victories is impeccable and in talking with her you soon realize that she is a brilliant strategist.

Cezary Wulfstan (Mid Grandmaster)
-General 20
Aruna Kristina (Mid Grandmaster)
-General 20


Unfortunately you have little time to greet them as you are soon distracted by a feeling of unease. It feels as if there is an itch you cannot scratch, and once you focus on it you quickly realize the cause. The Qi is draining out of Longshan itself now. Three vortexes have formed. One for you, one for Mei, and one for Li Rong. Your very presence is pulling in the Qi from the surroundings.

This is normal. All cultivators do this, but there is a difference between how much a Monarch draws and even a grandmaster. One monarch would be fine, even two, but there aren't enough Qi springs in Longshan to support all three of you at the same time. For now the effect is small.

The real danger is that it is magnifying the effect of the Qi droughts in Lugong and Baishan. Qi is leaking over your borders, and it isn't being replaced. Only your border with Tiangong is still relatively normal.

Though unfortunately King Guanyu is giving you a headache of his own. Apparently the nascent civil war in Baishan is enough that he is making a play for more territory in the east. You have reports that his troops are beginning to seize farming villages along the borders.

A Shortness of Breath: Clock Increased by One
Clash of Giants: Clock Increased by One
Qi Drought: 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 Nine 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 32 or less.

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

The Embassy of Xian Gu may perform one Diplomacy action at DC 32.

Small Organizations (+5)
The shrine maidens of the White Anteater Cult may perform one 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.

[ ] Food Aid (Sect) (Administration DC 20/27/32/36)
Sometimes you just want to help someone out for your own reasons. Perhaps you want to make them indebted to you. Perhaps you don't want to keep them as a buffer state. Perhaps you just want to do good. Whatever the reason you can put together shipments of food and mundane goods to help troubled regions.

This will provide enough food to keep a sect and its surroundings stable for a year. The DC affects how much it cuts into your own supplies.

Cost: $300
Improves Relations
Improves Stability of Target Region

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 arguing 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)
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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Okay, some necessary questions:

1. Are the Viridian Elk still having food problems? There's still an action there for that, but there are a lot of obsolete actions hanging around so I'm not sure if that means anything.
2. So our attempts to figure out the drought last turn didn't result in any viable plans? That's fine if so, just making sure.
3. Are the Cultivation Insights for one turn of our choice, or more 'use them this turn or lose them'?
4. Oh, actually also, is there anything we can do to help the Pale Moon? We do like them quite a bit.
 
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1. The whole kingdom of Lugong is still having food issues. The Viridian Elk's are more stable than most and probably don't need another caravan of food, but the option is available.
2. No you don't have a solid plan yet.
3. They'll only last this turn.
4. Well what do you want to do to help them. I'm open to suggestions.

Also what obsolete actions do you see? Nothing stood out to me when I looked them over.
 
1. The whole kingdom of Lugong is still having food issues. The Viridian Elk's are more stable than most and probably don't need another caravan of food, but the option is available.
2. No you don't have a solid plan yet.
3. They'll only last this turn.
4. Well what do you want to do to help them. I'm open to suggestions.

Also what obsolete actions do you see? Nothing stood out to me when I looked them over.

1. Check. Are they back to sending us elixirs or not? We're not pushing on that, but knowing one way or the other is good.
2. Yeah, I figured.
3. Well, I guess Junjie is taking over her responsibilities other than Li Chao for a turn, then. With a storm swallow, she can get 4 actions worth of cultivating in, which is likely worth it.
4. Send troops, maybe? We can definitely have Nuan Heng wander around helping with the Lugong Food Situation as well, but it sounded like that wasn't their main problem, at least not directly.

Speaking of Nuan Heng and the food situation, which is better, us sending food caravans, or him taking the action to improve fertility? Because he could definitely do either in Lugong a decent amount this turn and which would be more helpful is good info to have.

And for obsolete actions, there's definitely the Embassy. I was thinking of the foundry and alchemy workshop as obsolete as well, but we could make more of those if we wanted, so upon reflection, that may be the only one. Oh, and speaking of the Embassy, now that it's done can we do the Expand the Temple option? It's still listed as unavailable.
 
Well, here's a plan assuming that we can in fact expand the temple and that the Viridian Elk have yet to resume sending us elixirs. And, I guess, that Nuan Heng going out to help farmland is as useful to others as it is to us.

[X] Plan Employee Benefits + Lie Mei's Vacation
- [X] Artificer - +2 xp Cultivation on Himself
- [X] Be A King (Fill In For A Queen? I dunno what we title this one)
- [X] Establish an Adventurer's Guild (DC 20/27/32/36) – Quhan
-- [X] Helping Nuan Heng
- [X] [X] Craft Mystical Treasures x2 (Cultivation for all three new Grandmasters and Leaf Cauldron for Nuan Wen)
- [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] [X] [X] [X] Li Mei: Train Cultivation on herself x4
-- [X] Using one storm swallow for a source of Lightning Qi (so she doesn't need to spend an action).
- [X] Li Mei: Spend time with Li Chao (DC 9)
-- [X] With Junjie
- [X] Nuan Heng: Train School of the Mud Ball on Himself
-- [X] Using +25% Technique Manual
- [X] Nuan Heng: Establish an Adventurer's Guild (DC 20/27/32/36) – Quhan
-- [X] Receiving help from Junjie
-- [X] Using Perfected Gold Elixir for +2
- [X] [X] Nuan Heng: Improve Crop Yields (DC Variable) x2
-- [X] Wherever it helps most in Lugong, asking Yi Da if necessary
- [X] Yan Xiu: Closed Door Cultivation (Year 1)
-- [X] Raising Cultivation
-- [X] 3 Years

Organizations:

- [X] Wailing Fog Village: Steal Technique Manuals (DC 27/32/36)
-- [X] Grandmaster Diplomacy
-- [X] Using Low Grade Gold Elixir for +1 to hit DC 32
- [X] Shrine Maidens: Construct a larger Temple (DC 27)
- [X] Grand Academy: Copy a Technique Manual
-- [X] The Tale of Minister Hei (Introductory Admin)
- [X] Ministry of Diligence: Food Aid (Lugong) (Administration DC 20/27/32/36)
-- [X] Ask Yi Da which area needs it most
-- [X] Using Perfected Gold Elixir for +4 to hit DC 36
- [X] Embassy: Internal Politics
-- [X] City of Xu (DC 35)
-- [X] Using High Grade Gold Elixir for +3

Organizational Long Term Actions:

- [X] Goldwood: Oversee Business Venture (Year 2)
-- [X] $5000
-- [X] 5 Years
- [X] Harrow Hounds: Drill The Army
-- [X] Siege Warfare
-- [X] 2 Years
- [X] Pale Moon Sect: Research an Aspect of the World (Year 3)
-- [X] Solving The Qi Drought
-- [X] 5 years

Other:

- [X] Elixir: High Grade Poison
- [X] Special Note: Continue allowing the Viridian Elk access to the resort.
- [X] Special Note: Use Perfected Iron Hammer Elixir x1 to allow the Foundry to make a Perfected Gold Iron Hammer Treasure this year, which will then be used to make the other 11 items Perfected as well.
- [X] Special Note: Distribute this year's Perfected Gold Items from the Artificer's Foundry to our employees (Iron Hammer to Lin Fu as noted above, Cultivation to Yijun Chang, Chun Hai, Lin Fu, Yuuka Masuyo, and the leader of our section of the Wailing Fog (whose name I can't find), Weapons and Armor for Bai Shun and Lan Ning, and Perfected Priest and Cultivation to new head of the Temple being built by the Shrine Maidens)
- [X] Special Note: Make sure Yan Xiu, Nuan Heng, Yijun Chang, Chun Hai, and Lin Fu have access to the Cultivation Resort this turn (-$20 profits)

So, the idea here is that we're taking over Li Mei's duties for a minute while she takes advantage of the insight she was provided. So we're setting up an Adventurer's Guild in Quhan (the Grand Academy can fill in for that in Xian Gu, at least in the short term), and crafting nice stuff for our new employees (either personally for Grandmasters, or at the foundry for Masters and below).

Nuan Heng, meanwhile, is getting in some martial training since he's way behind in that area, taking the lead on the Adventurer's Guild, and providing humanitarian aid by helping out the farms in our neighbors territory. That seems cheaper and better long term than just more food caravans (though we will do that, too). We'd do the same for Tiangong if they were having similar problems but it doesn't sound like they are? If they are, we'll switch one of his actions from Lugong to them.

Li Mei is taking a cultivation vacation of sorts to take advantage of those insights. It's a really good bonus and hard to turn down, though she isn't deserting her responsibilities as a parent. Yan Xiu is doing the same even without new insights, but more so since she isn't a parent, taking three years off to hopefully break through to Grandmaster (which should work out if my math is right...three is actually overkill, but I thought two wasn't quite enough).

In terms of organizations, we're using the Wailing Fog to fill out our one remaining needed manual, the Ministry of Diligence to do that food caravan, the Shrine Maidens to make themselves into a full temple, the Embassy to sweeten Xu a bit more (they can't quite manage the Mountain Rhinos), the Grand Academy to continue making sure we have at least two of every Technique Manual, and hopefully the Harrow Hounds to help out in the Pale Moon's territory. Long term actions also continue.

EDIT: Removed Harrow Hounds going into Lugong on QM advice.
 
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1. Check. Are they back to sending us elixirs or not? We're not pushing on that, but knowing one way or the other is good.
2. Yeah, I figured.
3. Well, I guess Junjie is taking over her responsibilities other than Li Chao for a turn, then. With a storm swallow, she can get 4 actions worth of cultivating in, which is likely worth it.
4. Send troops, maybe? We can definitely have Nuan Heng wander around helping with the Lugong Food Situation as well, but it sounded like that wasn't their main problem, at least not directly.

Speaking of Nuan Heng and the food situation, which is better, us sending food caravans, or him taking the action to improve fertility? Because he could definitely do either in Lugong a decent amount this turn and which would be more helpful is good info to have.

And for obsolete actions, there's definitely the Embassy. I was thinking of the foundry and alchemy workshop as obsolete as well, but we could make more of those if we wanted, so upon reflection, that may be the only one. Oh, and speaking of the Embassy, now that it's done can we do the Expand the Temple option? It's still listed as unavailable.

1. They could send an elixir this turn.
4. Sending your troops into Lugong would be a bad look politically.

In terms of actual food sending a food caravan would provide more than improving the soil fertility, but improving the soil fertility would get them to somewhat stable state.

I left the embassy and the other organization creation actions in there in case you wanted to make copies. You can expand the temple now though.
 
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