Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
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[X] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
[X ] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X ] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X ] Quality of the fishing (Small ag increase, adds wealth options to fishery)
Need to remove those spaces by the X's or the vote won't count.
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
[X] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
[X] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
Fishing is something we can improve in other ways. Happiness, warnings of danger, and cultivation materials (especially with our servant kids) are harder to acquire. And these are the starter blessings, which means we should keep improving our Lake Shrine when(ever reasonable. Frequent and more blessings seems to imply we can eventually have our cake and eat it too.

These are all great options though.

Fixed

[X] Blessings of Health (Happiness Bonus)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small Ag Increase, adds wealth options to fishery)
 
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For the oracle option I'd think the lake would hint to our priests and they'd mention something to our household person in charge and also the guard. The people in charge make the call to add extra scouting efforts (distance, manpower, focus, etc.). If the warning is especially clear they send us a message to come back or plan for some downtime after we finish up whatever urgent stuff we're doing.
The trouble here, especially in the short term, is there's a pretty huge communication barrier.

The lake chatting to us directly about the weather was enough to constitute a threat, and we're a middle 3rd realm.

In terms of portents and warnings, Ling Qi is the only one that's going to be able to receive and interpret anything safely and coherently for... probably decades? I guess Zhengui could manage too? Snowblossom should get better about interacting with squishy humans over time, but that's also going to be the work of decades of acclimation and iterative ritual design.

The option is fine if people keep that in mind, but for people worried about defense in our/Zhengui's absence and in shoring things up in the shorter term? This option doesn't do that, or at least it doesn't make sense for it to.

And tbh, considering how non-immediate getting Oracle set up is, I especially don't think it's a good choice here. It's effectively a long-term commitment to developing a foresight narrative, with Ling Qi being stuck in the role of the mandatory go-between. And when divination is something Ling Qi kind of fundamentally dismisses?

It's not a great fit.
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
 
Hm, apologies folks, but thinking on things, the oracle option does poorly fit structurally and narratively going forward. I think so I am going to strike it out before the vote period goes any farther
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Health (Happiness Bonus)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Health (Happiness Bonus)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Health (Happiness Bonus)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Health (Happiness Bonus)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
[ ] Blessings of Health (Happiness Bonus)
Eh....I mean health is nice and all, but is a happiness bonus that impressive? Were supposed to get happiness bonuses for each of the shrines we build, and we still have a shrine for the wind, a shrine for the snow, and a shrine for the Zhengui on our plate. I feel like mechanically, it would be redunant. We already see a happiness increase from building the snowblossom shrine. No need to stack it.
Happiness gets penalized as you grow and options become more costly or coverage thins. I think that was discussed before.

Sanitization for a hundred people is challenging.
Sanitization for a hundred thousand people is going to need additional infrastructure and manpower commitments just to make possible.

Once we pick all the low hanging fruits for shrines the upgrades will be challenging.
Man I really wish we wouldn't put primary focus on resources for us cultivators, pushing as hard as I can for maximum fish stonks.
Cultivator resources are needed for common cultivators, we need those to man the walls and have a domestic cultivator priesthood supply.
 
[X] Blessings of Health (Happiness Bonus)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Oracles against Danger (Warnings of incoming danger, Defense increase.)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)

[X] Blessings of Health (Happiness Bonus)

[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
Well, in that case...

[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X] Blessings of Health (Happiness Bonus)
 
Luckily for me I prepared four options I liked already and now that one of them has been cut I can just sub the fourth one in.

[X] Blessings of Health (Happiness Bonus)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
Adhoc vote count started by CedeTheBees on May 8, 2024 at 10:05 PM, finished with 123 posts and 83 votes.
 
[X] Blessings of Health (Happiness Bonus)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)

No oracle but I like the hot spring healing town where cultivators can relax, cleanse, and find some rare reagents. Lowering attack vectors is helpful with upcoming war as well.
 
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