Nobility on the Golden Plains [A Clan Builder / Cultivation Quest]

Voting is open
[X] Plan: Earth and the Treasures Within
- [X] Raise an Earthen dome to endure it
- [X] Forge them into a furnace
- [X] Name (Jin Zihao)
- [X] Gender (Male)
Vanestus threw 1 100-faced dice. Total: 89
89 89
 
[X] Plan: Eat the pill, damn Cat

Mixing elements seems just factually mechanically bad, and not really more compelling story-wise either. So it's either this or Clan of Civilization, and this seems a tad better to me.
 
[X] Plan: Clan of Civilization

This seems to be into artificing, though the other leading plan is into alchemy I think I would like making gear more than pills though both are good.
 
[X] Plan: Clan of Civilization

This seems to be into artificing, though the other leading plan is into alchemy I think I would like making gear more than pills though both are good.
Wake the fuck up, SamuraiCultivator. We have a city to burnbuild.

[X] Plan: Clan of Civilization

I doubt it was meant that way, but body of steel is just a step away from being chromed up and imagining cyberpunk xianxia is just fun.

More seriously, I did like being able to create magical artifacts from the inspiration and would like to see more of it.
 
So... I'm a little perplexed why the two metal picks get "ignore the first hit in battle" and none of the others seem to get anything equivalent.

Also, it looks like every plan other than Earth and the Treasures Within rolled... oddly low.

I hope that's not going to hurt too badly.

Still, if this is to be a spiritual successor? Let it be a spiritual successor!

[X] Plan: Clan of Civilization

Really, I was always going to vote either this or wood/wood.
 
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So... I'm a little perplexed why the two metal picks get "ignore the first hit in battle" and none of the others seem to get anything equivalent.

The Artifice bonus is lower than the Wood bonus to healing and alchemy and applies to one category rather than two (assuming the two are indeed separate). The others all get combat bonuses directly.

Wood has, with a full Wood Focus:
+5 to Healing and Alchemy

Metal has:
+4 Artifice
Ignore first two wounds.

Water has:
+5 to duels.

Fire has:
+5 to mass combat

Earth has:
+4 to all combat

Which of those is best is hard to tell and depends on exactly how the system works this time around, though IMO Fire and Water are maybe getting a bit shortchanged in the second step (since the Earth bonus in that step is just flat-out better...Earth seems just flat-out superior to either of them when examined). But which of Earth, Metal, and Wood is better is a lot more ambiguous.

But as it's actually looking close between the two, I'll add a vote for Metal as well. Both Metal and Wood do seem interesting.

[X] Plan: Eat the pill, damn Cat
[X] Plan: Clan of Civilization
 
Huh. Hadn't realized that the cat vote was wood/wood. Looks like it's currently winning by 2, by my eyeball count.

This is the point where I kind of wish I knew what the dice *meant*. Like, 8/100 is either very good or very bad... but which one?

I'd honestly be tempted by Wood/Wood, but I tend to want to play wood/wood healing/alchemy types as relatively peaceful sorts who are playing an econ game and try not to pick fights and based on the intro.... that's just not this guy.

Beast Taming as a theme is cool and all, and it definitely does work well with alchemy/healing, but... well, this guy wasn't really doing the beast taming thing either.

It's possible that I'm putting too much attention into the intended-as-generic intro.
 
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[X] Plan: Eat the pill, damn Cat

After the Dire Floof Crimson.. I want to see where it goes with Arcane writing a tamer.

Also might be fun doing something I haven't seen in a quest for a while!

(I was on the Discord when you talked about this Arcane, why didin't you tell me it had started??)
 
Huh. Hadn't realized that the cat vote was wood/wood. Looks like it's currently winning by 2, by my eyeball count.

This is the point where I kind of wish I knew what the dice *meant*. Like, 8/100 is either very good or very bad... but which one?

I'd honestly be tempted by Wood/Wood, but I tend to want to play wood/wood healing/alchemy types as relatively peaceful sorts who are playing an econ game and try not to pick fights and based on the intro.... that's just not this guy.

Beast Taming as a theme is cool and all, and it definitely does work well with alchemy/healing, but... well, this guy wasn't really doing the beast taming thing either.

It's possible that I'm putting too much attention into the intended-as-generic intro.

I am deliberately not saying what the dice mean to prevent it from influencing the vote.

Yes, the intro is intended to be generic. You can pursue beast taming or a more peaceful playstyle if you want.

(I was on the Discord when you talked about this Arcane, why didin't you tell me it had started??)

I linked it!
 

Scheduled vote count started by Arcanestomper on Jan 29, 2025 at 3:42 PM, finished with 37 posts and 31 votes.

  • [X] Plan: Eat the pill, damn Cat
    -[X] Shroud yourself in new plants to heal it.
    -[X]Grow them into a forest
    -[X] Name (Zhuge Liang)
    -[X] Gender (Male)
    [X] Plan: Clan of Civilization
    -[X] Drive iron spikes into the ground to trick it
    -[X] Forge them into a furnace
    -[X] Name (Cao Shin)
    -[X] Gender (Male)
    [X]Plan - Flame Feeds the Verdant Woods
    -[X] Blast fire into the sky to destroy it
    -[X]Grow them into a forest
    [X] Plan: Earth and the Treasures Within
    -[X] Raise an Earthen dome to endure it
    -[X] Forge them into a furnace
    - [X] Name (Jin Zihao)
    -[X] Gender (Male)
    [X] Plan: Health and Industry
    -[X] Shroud yourself in new plants to heal it.
    -[X] Forge them into a furnace
    -[X] Name: Lulin Liulei
    -[X] Gender: Female
    [X] Plan: Patience then movement
    -[X] Raise an Earthen dome to endure it
    -[X] Ignite the shards and orb into an inferno
    -[X] Name (Zhu Zhou)
    -[X] Gender: Female
    [X] Plan: Let the Fire burn
    -[X] Blast fire into the sky to destroy it
    -[X] Ignite the shards and orb into an inferno
    -[X] Name (Fan Li)
    -[X] Gender (Male)
    [X] Plan: Borne of the Waters
    -[X] Conjure loops of water to redirect it
    -[X] Dissolve them into a lake
    -[X] Name: Ma Zhiang
    -[X] Gender (Male)
    [X] Name - Fa Mulan
    [X] Gender - Fluid
    [X] Plan: Quick and Fluid as the River
    -[X] Conjure loops of water to redirect it
    -[X] Forge them into a furnace
    -[X] Name: QM's choice
    -[X] Gender: Nah
 
Creation 2: The Zhuge Clan New

Creation 2: The Zhuge Clan

[X] Plan: Eat the pill, damn Cat
-[X] Shroud yourself in new plants to heal it.
-[X]Grow them into a forest
-[X] Name (Zhuge Liang)
-[X] Gender (Male)

Panting you kneel in the blasted remnants of your vine shield. Opening one eye you examine your body. You are battered and charred by the lightning. Your path was never one suited for combat. You have neither deadly arts nor a body of stone. But any would envy your mastery of the healing techniques.

You call upon your forest core and run wood qi through your body. You straighten your arm and heal your battered ribs. Charred skin flakes off as new flesh replaces it. The excruciating pain quickly fades under the soothing ministration of your Qi. When your body feels intact once more you pull yourself to your feet and let out a celebratory shout.

Somewhat unbecoming of your position, but there isn't anyone nearby and who wouldn't celebrate. You have just successfully broken through the Iron Knight realm, and at the tender age of thirty two. A century or more is far more common for most cultivators. And that's only if they don't stay a Soldier until the day they die.

Of course it's not all your own effort. As a son of the main house your clan has not stinted on providing you with elixirs and cultivation manuals. The clan elders have always been available to answer your questions when you encountered bottlenecks. Your position is one of privilege and wealth and your cultivation base has benefited greatly from it. But no one can deny that you are not talented as well. Even other noble scions usually take four or five decades to break through to this realm.

Though not all. Your mouth twists as you remember the true prodigies. Your elder brother whose shadow you have yet to escape. And your younger siblings that constantly nip at your heels. Well this breakthrough should satisfy the clan elders for now, and silence some of those who grumble at your failures.

Well no sense mulling it over now. In fact you should get moving. You can sense that this mystic realm is beginning to collapse. Your ascension has drained it of qi. You had best escape from this lunar vault before you get lost in the cracks of unreality. You quickly begin retracing your steps. You run through the twisted forest that covers the gorge where the entrance gate to this realm is located. It is far easier now than when you made this journey as a soldier. Too easy, for all that you know you should focus you can't help but let your thoughts wander. There is one person whose opinion on your breakthrough is vitally important.

Who can't you disappoint?

[ ] Your Mother, the Baroness
Your mother is the matriarch of the clan. As a Baroness her rank is low in the Imperial hierarchy, but still vastly greater than anyone else in the barony. Sitting at the western edge of the crownlands, your family's holdings are considered to be poor and plagued by both bandits and wild spirit beasts. Your family's retainers are constantly on patrol and there are so few of them that you will have to personally deal with many of the problems that may arise.
  • Low Imperial Obligations.
  • No Immediate Enemies.
  • Two Natural Treasures
  • Good Expansion Opportunities
  • Low Prestige
  • Low Infrastructure
  • Low Mortal Population
  • The barony is highly dangerous between settlements

[ ] Your Uncle, the Count
Your uncle only has one surviving child, and at his exorbitant cultivation realm the chance of ever having another is nearly nonexistent. As such you and your siblings have always been under heavy scrutiny as the next generation of clan leadership. The county is vast and prosperous. There is little danger that can't be handled by the clan retainers, but in return you have been taught to be constantly on guard against other clans lurking like vipers in the shadows.
  • Four Natural Treasures
  • Good Infrastructure
  • Large Capital City
  • Very Good Backing
  • Medium Imperial Obligations
  • One Enemy Clan
  • No real room for clan development without some kind of upheaval
  • High expectations of you personally.

[ ] Your Great Grandmother, the Marchioness
Actually your many times great grandmother. She didn't personally found the clan, but any ancestors before her are so far back in the mists of history as to be inconsequential. You have literally thousands of cousins, but by a quirk of fate only you and your siblings belong to the direct line of succession. As such while your upbringing has been extravagant, the expectations have been crushing. You don't want to disappoint her, but you know you already have.

  • Six Natural Treasures
  • Maximum Infrastructure
  • Grand Capital City
  • Your Backing is Absolute
  • Very High Prestige
  • High Imperial Obligations
  • Many Political Enemies
  • Very High Expectations
  • Being a Knight is NOT Good Enough
 
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