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] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[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)


With Oracle out of the way, I'd vote for Happiness but it's the 3rd most voted option while Blessing against Disease/Curses is 4th. I really want the latter and think stacking as many bonuses as possible against disease and curses is essential, so I'll be voting for fancy fish instead.

Our sea food is going to be healthy and delicious!
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Health (Happiness Bonus)
[x] Quantity of fishing (Ag. Production increase)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[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)
 
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[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[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)
 
[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)
 
[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)
 
[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)
 
[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] Blessings of Health (Happiness Bonus)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
 
[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)
[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] Blessings of Health (Happiness Bonus)
 
[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] 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)
 
[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)
 
[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)

I don't see the ag increase as that important.
We have zhengui helping increase food production already.
But extra temple options, general happiness and blessings against curses/disease are great, and the blessings work well with the kind of personality i hope the lake will have.
 
[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
 
I had other selections but the oracle idea was cool. Another path for kind of practical dreaming could have had potential for our territory and cultivators. Mitigation numbers go up is also usually a strong sell. From a storytelling point of view though unexpectedly dumping a long travel + danger arc would be obnoxious.

Rally sanitation option!
 
[x] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[x] Blessings of Defense (Integrates Snowblossom into city defense arrays, Increased Defense, Expansion more difficult, potency increased while Snowblossom satisfied.)
[X] Blessings of Health (Happiness Bonus)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[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)


These three for me.
Cultivation materials mostly to expand the temple options, but I admit anoth exotic resource is really nice.
The curse/disaster protection is so we dI not need build specifically against it later, but I understand if people would spend wealth rather than a spirit boon on it.
And quality fishes because I wanna see interesting fishes. Sure, it's not bulk fishing, but having prime fishing spot is nice. Also, more options for fisheries too.

Edit: huh, surprised the health option is so up there, but understandable. We can get happines boosts from festivals as well as keeping things decent, if not in prime condition.
 
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[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)
 
[X]Blessings of Health (Happiness Bonus)
[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)
 
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