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

Voted best in category in the Users' Choice awards.
Well since Oracle's gone I guess I'll switch over to fish.

[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)

Attack vectors is quite the interesting thing here, considering we will be going to war soon and there won't be a lot of people left to defend this place?
 
[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] 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 Defense (Integrates Snowblossom into city defense arrays, Increased Defense, Expansion more difficult, potency increased while Snowblossom satisfied.)
 
[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)

Is this greedy? Yes.
Does it entice enough to be appealing despite that? Yes.

I like the heavy fish focus for Snowblossom for vibes reasons. Fishing is of enormous cultural importance to the Bai so if a Bai suitor wins out he'd feel at home. Xuan Shi's unique bloodline is also fishy in nature, and the idea of Snowblossom inherently liking his vibe also seems charming.
 
[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)
 
Mmm, true. The Ith attack that we thwarted was involved poisoning the water supplies did it not?
I believe it involved doing something with the sewers of that one city? Ith attacks do seem like they prefer subterfuge. Their impurities are incredibly effective at subverting Imperial infrastructure without anyone noticing until their plans are already at the terminal stage, so setting up as many barriers and hurdles for them to overcome seems imperative for our settlement's continued existence.
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)
[x] Quantity of fishing (Ag. Production increase)
 
[x] Blessing against curses/Disease (Further removal of negative events and attack vectors)

Attack vectors is quite the interesting thing here, considering we will be going to war soon and there won't be a lot of people left to defend this place?
Mmm, true. The Ith attack that we thwarted was involved poisoning the water supplies did it not?
However, we chose a type of architecture for our fief that purifies and guards against impurities I believe.
 
[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] 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] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Quantity of fishing (Ag. Production increase)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)

Greed? Greed.
 
However, we chose a type of architecture for our fief that purifies and guards against impurities I believe.
Can't hurt to be extra prepared. When it comes to matters of diseases, especially the Ith's who have shown extreme capability at it, having as many protections against impurity and disease is essential.

Better to have and not need, than need and not have and all that.
 
[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)

Quality of the fish sounds cool because it means our fishermen can get great fish out of the lake, use the money from selling them to make neat stuff, then they give that back to the lake. They'd be able to do that anyway, but this'd make it better.
 
[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] 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] 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] 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)
[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] 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] 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] Oracles against Danger (Warnings of incoming danger, Defense increase.)
[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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