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

Voting is open
School of the Leaf Cauldron (Wood)
This school covers the most common types of alchemy. Practitioners are adept at molding pills and brewing elixirs. The school holds many common recipes for various useful items such as Qi Pills, Healing Elixirs, and Cultivation Aids. This is not to say that they are ineffective. Far from it they are common because the School of the Bubbling Cauldron is widely practiced. And it is widely practiced because it has reached the perfect intersection of effectiveness and ease of use.

School of the Cave's Treasure (Metal, Earth)
The school for survivalists. Whereas a more traditional artificer must gather materials and work at a proper forge, a Mountain's Treasure student can call forth material from the very ground and shape them into treasures with pure Qi. Treasures made in this way tend to be just as powerful, but less durable. They will eventually crumble into dust if used by anyone not of the Mountain's Treasure school. Despite this many Iron Hammer disciples also learn something of the Mountain's Treasure school as there is no reason the materials called up from the Earth can't be forged in a more traditional style.

There seems to be some confusion as to the name of this school.

School of the Spirit's Command (Fire, Wood)
Practitioners of this school to tame and command demon beasts. This can be a great help in any endeavor as demon beasts tend to be stronger than human cultivators in the same realm, and ones in higher realms can become quite intelligent. The power comes at the cost of time however as those who walk the path of the Spirit's Command must spend decades raising and training their beasts.

Wow. You really decided to double down on the "if we don't grab the spirit beast opener, then we're effectively locking ourselves out of spirit beasts entirely" argument from before.

This feels like the direct danger route for the MC.
This is, in fact, our route for directly handling danger. That's accurate.
 
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[X] "Alright"
[X] +Kind
[X] +Sad

[X] Plan: Poison and Cure
--- [X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]
- [X] Brew Flowing Ivy Elixir (Goal: 5 Repeatable)
It's always good to have some healing elixirs on hand. You already have the recipe so it shouldn't be too hard to brew a few elixirs. You will gain 1 elixir for each five points of progress.
- [X] Organize Medicine Pavilion (Goal: 10) (Stress: 1)
- [X] Research a new Recipe (Goal: ??)
-- [X] Your sister has a point, you do need something to back you up in a fight. And you're good at making poison… (try to make something that can harm a Knight, preferably seriously. Also devise an antidote, of course)

Really like the plan in that it isn't really worth picking up grudgful at our current power base nor seems like a great flaw to have. The fight would also give us an indication of how weak we are and should a combat focus early on be necessary to keep pace in defending ourselves
 
[X] "Alright"
[X] +Kind
[X] +Honorable
[X] +Forgiving
[X] +Sad
[X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]

[X] Plan: Set Up
-[X] Organize Medicine Pavilion (Goal: 10) (Stress: 1)
-[X] Brew Flowing Ivy Elixir (Goal: 5 Repeatable)
-[X] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
 
Sister has this really high?

Yes, she does.

There seems to be some confusion as to the name of this school.

Fixed

Wow. You really decided to double down on the "if we don't grab the spirit beast opener, then we're effectively locking ourselves out of spirit beasts entirely" argument from before.

Heh, I can see why it looks that way. But actually I copied the descriptions directly from the last quest. You can still get a spirit beast now. It won't be as good as the one you would have gotten from the beast tamer pick, but it'll still be useful.
 
So... right now we're in the "setup" phase. We're reacting to the situation, trying to get ourselves functioning and stable. Reactive is fine for the first turn or two, especially when we've just been tossed a number of things to react *to*, but we ought to mix some proactive in there as well, and for that we need to plan ahead and do things in steps. So... what kind of things do we want to plan ahead to do?

This is mostly intended as a "let's start the conversation going" post, more than anything else, but I have a few things that I see.

First, there's the generic stuff.

- Obviously, we'll want to progress along on cultivation, both in increasing our realm and in developing further skills. The first step on this is to go talk to someone to ask for the manuals. Given the current family structure? That's probably our older brother. He's the stern mentor figure in our life. The rest of the steps boil down to "do cultivation things", "consume cultivation resources", and "do whatever the manuals say that we need to do for the next step." We should probably get the manuals soonish, but it doesn't need to be immediate.

- Obviously we'll need resources to fuel this (and other stuff). In our case? We're not the most talented among our family. (Hi, sis!) We're not the leader. We are one member, which means that our primary resource-gain action should probably be "do the thing we've specialized in". In our case, that's ensuring that the medicine hall is running well, slowly build it as an econ engine, and personally craft pills and elixirs. Developing/researching new pills and elixirs is part of this too, though it's not a priority. Flowing Ivy works just fine as a way to turn alchemy actions into resources of various sorts.

- As a sort of secondary resource thing, we're going to want to build cred within the family. Some of that is going to be baked into the earlier part - causing the medicine hall to thrive under our influence, and provide benefits. Some of it is going to be various opportunities that pop up - bandit-busting and the like, or perhaps special orders for desperately needed alchemy supplies or whatever.

Those are the two that are baked into the genre. Past that?

- Dealing with our older sister. We might decide that we want to improve the relationship there. There's obvious opportunities that one can seize (like allowing her to pound us into the dirt here) but other than those, i think the first step there is to figure out what she values. What are her ambitions? What does she care about? As a dedicated alchemist, we're something of a support character. If we can position ourselves so that we're providing clear and obviously beneficial support so things that she values, in a way that she personally couldn't do just by turning over her hand, then I suspect that we could garner some respect for that. Past that, it's possible that getting good at combat and cultivating faster might cause her to chill a bit, but I wouldn't depend on it. One of the things that she's disdainful of is our cultivation speed, and we're already cultivating at a fairly impressive rate. We're just not up to her standards. We will never be up to her standards.

- Dealing with our younger siblings. They're spoiled and useless and harass the underlings. I suspect that most of the family is quietly embarrassed about them right now. We're a Sage. We're actually good at teaching people things. If we can be a clear and material part of turning them from a couple of wastrel hellions into contributing members of the family with clear roles in life, I imagine that that could get us quite a bit of family rep... and they'd stop being an embarrassment to us, too.

- Getting into the whole "spirit beast" thing. Personally, I *do* want to play around with spirit beasts. I think it's an interesting and potentially useful combat style, and I expect that there will be some cool stuff to play with there. There might even be spirit beasts that could help with alchemy directly. Weirder things have happened. Regardless, this is a somewhat involved process. It involves hitting up the clan archives for a copy of School of the Spirit's Command, training it up, and acquiring a beast by some means, at bare minimum. If we're going that far, we'll probably also want to be researching applicable alchemical formulae (which our family will find value in, I'm sure) and putting in the effort to acquire a spirit beast that will actually be directly and meaningfully useful.

- General upgrades to the fief. We're not really ready to start on this one yet, but eventually it might be cool to find ways that we could actually make meaningful improvements to the Barony and the lives and productivity of the people in it. First step? Figure out how. Figure out how we can leverage the skills, abilities, and assets that we have to make long-term improvements. Of course, that's going to require knowing more abotu what's out there now. Like... standards of medical care? It's probably not beyond us to set up a system that would have a peasant-tier doctor/alchemist in every village to take care of local medical issues... but do they already have that?


Is anyone seeing any that I'm missing? Does anyone have reactions to the ones I have here?
 
I wanted to say I'm impressed with the realm explanation and thought and thank you for including lifespan increases cause the amount of stories where they are vague about age is annoying. Also not trying to get spoilers or anything like that but would it be alright to assume that we are part of one empire amongst many within the current setting cause it would be interesting to see the potential consequences of war and the opportunities they could bring
 
Is anyone seeing any that I'm missing?
You don't have skill advancement.

Combat skill is the big one, as we already have a money maker to spin.
If we want to deal with general bandits, beasts and outside attacks, we can't just rely on cultivation level.
Advancing Iridescent Toxin is the obvious route and we can likely obtain guidance and resources for it easily enough. Downsides to this are the general reputation that we might not want and the continued weakness to Metal cultivators.
An alternative is to start training a new school. Branching out into Fierce Wildfire is something we have a minor bonus to, and would give us a counter to a Metal cultivator. Availability of knowledge is probably not an issue due to saginess.
Another alternative is to obtain and train up a spirit beast companion (via the Spirit's Command School).
While on the subject of spirit beasts, while we have our own spirit herb gardens, there may also be value in having a spirit beast ranch for additional alchemy ingredients too. Making more money won't hurt.

There are also non-combat skills, most of which are sitting at Untrained. I'm not sure how we do it, but perhaps we should consider working on a secondary skill as well, to make us more valuable to the family. If we want to be a big name in the family, we need to aim higher than just being a nerdy pill maker in charge of a medicine hall. Although, perhaps we can leverage the Sage skill to take on a library too?
 
and the continued weakness to Metal cultivators.

The weakness to Metal cultivators is built into our cultivation based on the sheet, I don't think using another School removes it. It does also come with Earth cultivators being weak to us as well, which is honestly probably more of an upside than Metal beating us is a down side...unlike Metal, Earth are heavily incentivized to focus on combat, but their penalty against us matches their combat bonuses, so we do pretty well there.
 
School of the Leaf Cauldron (Wood)
This school covers the most common types of alchemy.
Well what about the uncommon types of alchemy like, ironically, turning lead into gold?

I tend to think of alchemy as magical chemistry, purifying materials into their higher forms or unifying them into fantasy materials like Orichalcum. We could theoretically make herbs that help tame spirit beasts, but could we do it to create magical effects?
 
[X] "Alright"
[X] +Kind
[X] +Sad
[X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]
[X] Plan: Working the basics
 
[X] "Alright"
[X] +Kind
[X] +Sad
[X] Plan: Working the basics
[X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]
 
Regions of the Empire New

Regions of the Empire

The Empire is the only thing that most people have ever known. To the east lies the Dreamless Ocean whose turgid waters are never ending. To the west is the Sea of Dreams where Nightmare typhoons drive cultivators mad. To the north and south are only the Abyssal plains, grey and twisted realms of death. But in between these boundaries sits the continent of the Dawn. It is covered in mountains, plains, jungles, and deserts. Millions of cultivators live and die here seeking wealth, glory, power, or just a comfortable life.

The Imperial Abyss

On the eastern edge of the vast amber plains is an unfathomably deep crater. Over a thousand li wide it plunges into the depths that no cultivator has ever charted. Far from being a wasteland however this is the teeming heart of the Empire for a vast city has been carved into the walls of the crater. Even more importantly the Imperial Palace itself hangs suspended from vast chains in the very center of the abyss.

The reason for this is the abundant Qi that flows out of the depths of the pit. Like the breath of an enormous creature it cycles in and out supplying the inhabitants of the city with rich dense Qi with which to fuel their cultivation and devices. Millions of them live in districts carved into the western edge of the abyss and a constant flow of trade from the rest of the empire flows in to enrich them. Rice from the amber plains, gems from the umber wastes, furs and timbers from the beast masters, and even exotic spices from the far off Hooded cities.

As such the nobles here are among the most powerful in the Empire and the sects are lavish affairs that freely spend powerful treasures on the lowliest disciple.

Or at least that is the dream. As in all things not all sects and cultivators are created equal. The most powerful live on the western edge and as the city districts travel around the walls towards the east they become poorer and poorer. Going from somewhat respectable merchant sects, to the embittered underclass, all the way down to the salvagers who are little better than mortals.

This too has a cause. For the Imperial Abyss sits on the very edge of the continent. Right on the coast of the Dreamless Ocean itself. And every high tide a wall of water smashes over the eastern edge and erases anyone foolish enough to be caught in its way.

The Crownlands

The largest kingdom in the Empire is known as the Crownlands. Bordered by the Dreamless sea in the east and mountains to the north and south it is an immense expanse with only a few small mountain ranges sticking out of the vast plains and forests. The Qi is abundant here and the vast fields of golden rice feed most of the Empire.

From a distance it is a tranquil and idyllic land, but the truth is that it is one of the most violent kingdoms in the empire. For the throne of the Crownlands sits empty. The emperor rules the land as his personal fief, and he cares little for the affairs of those far beneath. As long as the grain tax is paid he doesn't interfere. As such the lords of the land constantly feud and strive to gain every grasp of political power that they can in the hopes that the Emperor might one day decide to appoint them king.

In their squabbles the lords use the rich harvests to raise immense armies of cultivators. Tens of thousands battle each other across the plains leaving behind blood soaked battlefields and littering the Crown lands with ancient fortresses whose lords lie dead, but whose formations still ward away intruders.

This in turn draws in the other source of conflict. Hordes of loose cultivators eager to plunder ancient ruins and reap artifacts in their search for a fortuitous encounter to aid them in their Path.

The Umber Wastes

To the south west of the Crownlands lies a mountain range that pierces the sky. It is known as the Teeth of the Leviathan and it is both vast and home to terrifying dangers. Dread beasts live in the valleys, the cliffs are haunted by ice spirits, and qi storms rage all across the mountains. Suffice to say very few people survive a trip across it.

And there is very little reason to do so anyway for beyond the mountains lies the Umber Wastes. A rugged desolate land with little water and less people. Technically it is a kingdom in the empire, but the Ivory King rules over a bare handful of oasis cities and nomadic tribes. But the land is not what draws people to the wastes. No it is what lies below.

There are rich veins of gems and ores here. Fantastical things perfect for crafting treasures out of. And what's more there are the remains of ancient beasts. Spiritual giants who died long ago, but millenia below the desert sands have only enhanced the qi in their fossilized bones.

The capital of the Umber Wastes is itself built into the bones of a vast behemoth whose ribs rival mountains and whose spine stretches for a hundred li. This is the City of Pale Wonders where the Ivory King rules from a palace carved out of its colossal skull and treasures are traded by the dozen in the dusty streets.

The Maze Lands

To the north west of the crown lands is yet another mountain range. However this one is far gentler than the ones in the South. They still pierce the sky, but there are fertile valleys in between the peaks, and the monsters are much more manageable.

What they lack in deadliness however they make up for in numbers. Unlike the mountains of the Teeth these mountains extend for thousands of li to the west as a vast range of spires and karsts that turn the land into a natural maze.

Between the difficulty of moving across the land and the richness of the Qi flowing down the slopes the area is the perfect territory for spiritual beasts and multitudes of them plague the land. As a result most cultivators live in small mostly isolated clans and sects that focus either on mining the mountains or taming the beasts.

The beasts are not simply a resource and threat however. Spiritual beasts can cultivate in their own right and indeed the monarch of this region is the Dragon of the Wastes. Cruel and inhuman the dragon encourages inter clan and inter species rivalries pitting the sects of the region against each other in battles for its own amusement.

The dragon itself lives in the west where the mountains meet the sea in towering cliffs that the dragon has carved into an immense rookery for itself, its hoard, and its many servants.

The Grey Cities

The Maze Lands sprawl across the north and the Teeth rise in the south, but in between them there is a narrow section of plains. The initial pass in the mountains is only a few li wide, but it soon spreads into a wide plain that rolls gradually down to meet the sea in the west.

This is the queendom of the Veiled Lady. The smallest of the kingdoms, but one devoted to ancient lore and arcane rituals. Several cities dot the land filled with tall spires of grey seemingly cast carved or grown from a single stone. Their inhabitants wear voluminous hoods and trade with passing travelers not for material goods, but secrets and memories.

Not that said travelers stay for long as it is said that to tarry in the Grey Cities is to become one of the hooded folk yourself. The sects that live in the cities have done little to dissuade such rumors, but they are offset by the knowledge that nowhere else in the Empire as you are likely to find the answers you seek. No matter what your question might be.

The Crescent Kingdom

The empire does not quite stop at the sea however. Beyond the leagues of blue ocean lies an island. Small by comparison with the empire, but still thousands of li long. It protects the empire's from the terrible Nightmare typhoons and the inhabitants of this land are hearty boisterous cultivators with a vast love of sailing.

They venture out on artifact ships and tamed sea serpents to explore the vast expanse of the Sea of Dreams searching for the elusive islands that fade in and out of existence like morning mist. These islands contain rich natural treasures, ancient ruins, and terrifying guardians.

Thousands of cultivators die every year on the islands, but thousands more set out to replace them for the stories of those who return speak of mystic treasures that can catapult a cultivator upward across the realms or make them so rich as to simply purchase anything they could ever want.

Such cultivators lean towards lawlessness, but the cities on the island are surprisingly orderly. This is due to its monarch, the Golden Judge. Impartial and merciless the Judge enforces a strict set of laws to enforce order and stability. Punishment is swift and brutal as violators of even the least laws are transmuted into statues of pure gold until their sentence is complete.

It is said that the Golden Judge itself was sentenced to the same fate so long ago that it was able to gain spiritual awareness and cultivate all over again despite its form.
 
Is anyone seeing any that I'm missing? Does anyone have reactions to the ones I have here?

I will note that if you tell me things you want to do, then I will make actions for them.

I wanted to say I'm impressed with the realm explanation and thought and thank you for including lifespan increases cause the amount of stories where they are vague about age is annoying. Also not trying to get spoilers or anything like that but would it be alright to assume that we are part of one empire amongst many within the current setting cause it would be interesting to see the potential consequences of war and the opportunities they could bring

See above. There's only one empire, but there's lots of internal divisions within it.

Fun fact for those of you who were here for the previous quest. Junjie lives on the continent on the other side of the Sea of Dreams.

Well what about the uncommon types of alchemy like, ironically, turning lead into gold?

I tend to think of alchemy as magical chemistry, purifying materials into their higher forms or unifying them into fantasy materials like Orichalcum. We could theoretically make herbs that help tame spirit beasts, but could we do it to create magical effects?

You'd want to investigate an Earth/Wood alchemy school for that. Or possibly even pure Earth. Elixirs do create magical effects. That's the whole point. Most of those effects are internal to the body, but there are schools that make splash potions.
 
Obviously, we'll want to progress along on cultivation, both in increasing our realm and in developing further skills. The first step on this is to go talk to someone to ask for the manuals. Given the current family structure? That's probably our older brother.

Dealing with our older sister.

Hot take, go to our sister for that advancement information.

Being the one to reach out is generally a useful way to deal with personal issues. Also, our weakness is a large part of her problem with us so going to her specifically for this advancement information would show personal effort to keep advancing.

Plus, the worst that's likely to happen is that she laughs us off and we have "wasted" an action.
 
Hot take, go to our sister for that advancement information.

This was exactly my thought as well, though I eventually decided against going for the advancement information right out of the gate while other things seemed more pressing. But when we do ask for the info, 100% we should go to our sister for it. She may deride us, but the worst she'll do is say no; she doesn't seem the sort to give us deliberately misleading information.
 
[X] "Alright"

[X] +Kind
[X] +Deceitful

[X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]

[x] Plan: Working the basics
-[x] Investigate your Herb Gardens (Goal ??)
-[x] Organize Medicine Pavilion (Goal: 10) (Stress: 1)
-[x] Brew Flowing Ivy Elixir (Goal: 5 Repeatable)
 
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