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

Adhoc vote count started by Arcanestomper on Feb 5, 2025 at 10:26 PM, finished with 52 posts and 27 votes.


Looks like we have a clear winner.
Arcanestomper threw 2 6-faced dice. Reason: Spar Total: 4
2 2 2 2
Arcanestomper threw 2 6-faced dice. Reason: Action 1 Total: 8
3 3 5 5
Arcanestomper threw 2 6-faced dice. Reason: Action 2 Total: 5
4 4 1 1
Arcanestomper threw 2 6-faced dice. Reason: Action 3 Total: 5
3 3 2 2
Arcanestomper threw 1 3-faced dice. Reason: Trouble Clock Total: 2
2 2
 
Those rolls, they are not good. We probably do okay at investigating the garden and our brewing bonus is high enough that the low roll doesn't hurt us there...organizing the pavilion likely goes less well. And we definitely lose the spar...that was always super likely, though, so I feel less bad about it than I might. That's probably only one failure on something we actually had hopes to succeed at.
 
So, just to center us by location... we're on the western edge of the crownlands. Our capital is in the "fire lily mountains" It's not entirely clear if we're butting up against the Maze Lands or the Teeth of the Leviathan, but by the description I'd guess the Maze Lands. That place is full of spirit beasts, bandits, and sects that deal with spirit beasts... and our fief is awash in the trickle of them that decide that they'd like to go live in the lowlands instead. Actually, given that our private herb garden is described as existing "in a particularly auspicious mountain valley" (to the northeast, no less), and our capital is built into a mountain range, I'm guessing that a decent chunk of our fief is actually *in* the Maze Lands.

This, then, explains why the trade with our sect neighbors to the west is so limited. They're fully within the Maze Lands, they're a sect, they're almost certainly a sect that itself focuses on spiritual beast taming and the like, and primarily have access to the same kinds of beasts we do. So we're both producing the same stuff. Those bandits settling in is probably more of a problem for them than it is for us.

At the same time, if we do wind up developing some alchemical elixirs and whatnot that would be of particular interest to beast tamers, I'd bet that we'd find them really quite interested in that.

Those rolls, they are not good. We probably do okay at investigating the garden and our brewing bonus is high enough that the low roll doesn't hurt us there...organizing the pavilion likely goes less well. And we definitely lose the spar...that was always super likely, though, so I feel less bad about it than I might. That's probably only one failure on something we actually had hopes to succeed at.
2d6 is average of 7. Our rolled results are 4, 8, 5, 5 That's not great, but it's also not awful (other than the first, which was very nearly autofail already).

We lose the spar, pretty badly, as expected. Our older sister will take the opportunities to castigate us for our inadequacies, as expected. It is what it is.

- Investigate your Herb Gardens (Goal ??)
pulls an 8+X. X in this case is based on School of the Iridescent Toxin, which we have at 2. Now, our wood/wood combo at the beginning gives a +5 to wood schools... does that apply here? Is it a training bonus? How does this work? Regardless, we've either dumped 10 progress into this or 15, and it's not entirely clear which.

- Organize Medicine Pavilion (Goal: 10) (Stress: 1)
Pulls a 5+2 for 7. Not great. We would have had to roll above average to get it done in a single action. We didn't roll above average. Regardless, Administration isn't a wood school no matter how you slice it, so no lack of clarity here.

- Brew Flowing Ivy Elixir (Goal: 5 Repeatable)
pulls a 5+8 for 13, producing two elixirs and possibly partway on one more? Of course, the Leaf Cauldron is also a wood school, so if it's a direct bonus rather than a training bonus, we get 3 elixirs instead of 2.
 
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Well, the character sheet has the bonuses listed as... May as well just quotebox it for clarity.
Total Modifiers
+3 to Cultivation in areas rich in Wood Qi
+1 to Learning Fire Schools
+5 to Learning Wood Schools
+5 to Healing and Alchemy Actions

-4 to Combat with Metal Qi Cultivators
So, I think they are already included in the modifiers given.
 
Turn 2: The Spar (Year 1/Summer) New

Turn 2: The Spar (Year 1/Summer)

Neither you nor your sister are particularly patient people so the spar is arranged quickly. The family's personal training yard is cleaned and prepared for the match. It is a large tiled stone platform set in the middle of a tranquil garden. Several gazebos at advantageous points allow meditation or recuperation during training.

Now they are occupied by a handful of participants interested in the outcome. This is a private match so the observers are limited to a select handful. Clan elders with nothing better to do. Your and your sister's more trusted retainers. And most importantly your mother and the twins.

You and your sister approach the center of the platform. Both of you are clad in training robes giving you a rare opportunity to see her hands, which are empty as promised. Your own hands are gripping a pair of sharp daggers laced with poison. Other clans might see it is dishonorable, especially in a spar. But the Zhuge clan trains to deal with poison from a young age. If anything the poison on your blades might not even be enough to phase Xin.

There is no judge here so you give each other a warrior's salute and launch into your attacks without further preamble. Your first attack is a standard technique, the blinding lotus petals, a flurry of slashes meant to deal many shallow cuts on an opponent to apply poison and slow them down. It is completely ineffective. Your sister uses the back of her hands to gracefully deflect each and every dagger thrust. To make things worse she is deliberately moving slower than you so you can clearly see each parry and deflection.

Your hands sting from the constant recoil on your daggers and you jump back to get some room. That was a mistake as your sister launches herself after you and begins her own blinding lotus petals. It's not meant to be a fist technique, but it doesn't matter. Instead of slashes each hit is a jab that leaves you bruised and battered. You try to parry with your blades, but don't manage a single counter.

Then she jumps back to give you space. You take a moment to breathe then launch another attack. The fire lily strike, the shattered blade, the serpent's fang, you try all your techniques. She easily avoids or deflects all of them. And then uses the exact same technique to beat you black and blue. Eventually she starts commenting every time you make a mistake. Chiding you for your carelessness and demonstrating the correct method on your body.

The spar ends the way everyone knew it would. With you on your knees and your sister untouched. "Pathetic brother. Is that the best you can do?" She takes one of your daggers from your nerveless hands and licks the viscous toxin from the blade. "What is this spider lily extract? Even your poisons are inadequate brother."

She tosses the dagger back at your feet and with a final chuckle turns and walks away. "Get stronger brother. Make it more interesting next time."

Your retainers run onto the platform and help you stand up. You let them guide you back to your rooms to recuperate. Your sister made sure to hit most of your nerve points, so the pain is excruciating. Worse than the tribulation you just endured. You'll need some to recover from this.

Wound: +1
Iridescent Toxin: +2 EP (Copper => Iron)
Face: +1
Sister Disposition: +?



After a week you feel well enough to start working again. Still covered in bandages you begin to go through the medicine pavilion's records. This isn't your first time looking at them of course, but your previous studies were lessons on how to manage the pavilion rather than actually doing so. You mostly looked at particularly important records from the past than the mundane modern records.

You've absorbed most of the current state of the medicine pavilion. There are eight hundred apprentices and fifty full alchemists of various levels of seniority. Some of them are older than you. Some are younger, but none have your degree of mastery. It's a little understaffed honestly, and somewhat disorganized with the more senior alchemists more or less doing what they feel like.

Of course this isn't the only medicine pavilion in the clan. The clan elders wouldn't trust the entire clan's elixir supply to an untested heir. But the other medicine pavilions are more specialized. They produce specific elixirs in bulk for the clan, and they do so well. But they have little ability to change their methods or produce new elixirs. That is the task of the Silver Grass Medicine Pavilion, your task.

Whether it's your injuries or the hundreds of lines of tiny characters you find your head aching and your eyes swimming. The bulk of information is assaulting you, and for some reason you simply can't wrap your head around what you actually need to do. In frustration you dump everything on An Lia and head over to your private workshop.

Instead of reading numbers you spend several much more enjoyable weeks crushing herbs and mixing extracts from various spirit beasts. You carefully monitor the cauldrons and use your qi to keep the fire at just the right temperature. In the end you have several pots full of shimmering clear liquid.

You carefully drain them into flasks making sure not to accidentally include any of the sludge on the bottom of the cauldrons. These are impurities and toxins, which would ruin the effect. Other alchemists might throw out or burn these dregs, but after you have finished pouring out the useful elixir you pour the sludge into a single pot and carefully seal it. It will be useful for making poisons.

The flasks you set into two beautifully carved wooden caskets. Each casket contains several flasks. With measured use they should be able to completely recover a cultivator of the Knight realm. Or if the cultivator is more wasteful get them through a single pitched battle without dying.

You are about to close the second casket when your hand pauses. You are still in a great deal of pain, and you have a healing elixir right here. It wouldn't be the most efficient use, but then you can always make more. With a shrug, that only emphasizes your pain, you pop one of the flasks open and down the elixir within. You sigh as the soothing qi within immediately eases your pain.

Gain: 2 Flowing Ivy Elixir
Use: 1 Flowing Ivy Elixir
Heal: 1 Wound




Over the next few days you down a few more elixirs and meditate to cycle your wood Qi around your body. So by the time the expedition is ready to set out for your herb gardens you are feeling in fine shape once more.

The journey to the mountain where your herb garden proceeds without incident. These are well travelled parts of the clan's holding. Patrols regularly deal with any bandits or wandering monsters. So nothing attacks your carriage as it trundles along the mountain roads. It is in fact rather boring.

That is until it suddenly comes to a halt. You know you haven't arrived yet so you stretch out your senses curiously. You hear a heated argument between your head guard and someone else, but no weapons being drawn. Eventually one of the guards pokes his head in the carriage and says you are needed.

Dismounting with a hop you make your way to the front and immediately see the problem. There is a barricade across the road. It looks to be fashioned out of huge logs, and is clearly new. It looks rather well made however. More like the wall of a fort than a crude palisade. Definitely not the work of bandits.

There are men on top of the barricade. They are exceptionally brawny and have a black fist insignia on their robes. The combination tells you that they are members of the Iron Fist sect. As the name implies they are a sect that focuses on fist techniques. They are a small sect that lives in the north of the province and serves as a bulwark against beast tides in that direction.

Currently the lead Iron Fist disciple and your guard are having an argument. It seems that the Iron Fist sect is demanding a toll. And your guard is of course declining. The disciple looks startled when you walk up, but quickly regains his composure. "Ah master Zhuge. We were unaware that this was your escort. Of course we will allow you passage."

A gate in the barricade swings open and your group heads into what proves to be a small fort constructed on the road. You are led into a small pagoda and the issue soon becomes clear. In essence the Iron Fist sect has become ambitious. They are expanding their own holdings in the area and want to start charging a toll to protect this road and the surrounding settlements.

They aren't trying to take over any of the Zhuge clan's own holdings, just independent settlements and those held by even smaller clans and sects. So normally the Zhuge clan would leave them to it. Allowing vassals to jostle for power among themselves keeps them from uniting against the Zhuge clan after all.

The problem is that they want to charge a toll on your spirit herb shipments. The worse problem is that they're demand isn't even unreasonable. They are offering Iron Sect disciples to personally guard your shipments, which would keep them safer than they are now. You might even be able to get spirit beast parts out of them instead of needing to purchase from the market.

But still, the sheer temerity to demand a toll of you. Reasonable or not, they should have presented their petition to the Zhuge clan before building this fort.

Your Immediate Response

[ ] Demand that they let your caravans through.
You are the young master of the Zhuge clan. What right does the Iron Fist sect have to impede you! Demand their immediate acquiescence and in return you'll look the other way from the rest of their dealings.
  • A Successful Face Test resolves Trouble Clock and improves Face
  • Angers the Iron Fist Sect
  • Lose out on possible benefits of working with the Iron Fist Sect

[ ] Decide to pay the toll
The amount they are asking for is relatively small. The Zhuge clan can pay it, and you'll get your spirit herb shipments. You'll let your brother know about the Iron Fist sect when you get back and he can decide if he wants to do anything about their ambitions.
  • Pleases the Iron Fist Sect
  • Add Iron Fist Patrols: Prevent negative events on the Spirit Herb Garden.
  • Removes Trouble Clock
  • Loss of Face

[ ] Be noncommittal
You use polite and meandering words to leave a good impression with the Iron Fist disciples without promising anything. You also stealthily poison everyone in the fort. After you leave they will all be inflicted with minor, but unpleasant stomach pain. Just as a reminder of who they're dealing with.
  • Trouble Clock will need to be resolved with actions.
  • Maintains neutral position towards Iron Fist sect.
  • Remove 1 Stress


Trouble Clocks

Mountain Bandits [ ] [ ] [ ] [ ] [ ] [ ]
The Kasjan Dispute [X] [ ] [ ] [ ] [ ] [ ]
Missing Shipments [ ] [ ] [ ] [ ] [ ] [ ]

Special Actions

Alchemist Bonus
--- [ ] Select a technique to boost with 3 TP. [Cultivation, School of the Jade Cauldron, School of the Iridescent Toxin]

Turn Two Actions

You may personally lead 3 actions without penalty.

Remember that you can also write omakes for other members of the clan to deal with issues you can't.

Cultivation (+6) [Cultivation]

[ ] Cultivate: +.2 TP for every point on the roll
--- [ ] Select a trait, skill, or technique to boost with the XP gained.
------ [ ] Who benefits from this boost?

[ ] Study the Mystic Scrolls on the Knight realm
--- [ ] Who are you asking for the scrolls?
You don't actually know what is required to advance from the Knight realm to the Lord realm. You have a vague sense that it involves some kind of spiritual fruit, but the exact details are a closely held secret. It is in fact illegal for commoners to learn them at all. You're a noble of course, but the Imperial Bureaucracy takes the view that the less people that know a secret the better.

Still you are a Knight now. Which means you are entitled to learn the details. You simply need to request access. Either from your mother or your brother. Or technically your sister. As if she would help you.

Administration (+2) [Administration]

[ ] Organize Medicine Pavilion (Goal: 7/10) (Stress: 1)
Now that you are Knight it is time to take stock of your current situation. Organize your underlings, see what recipes you have the ingredients on hand to make, and generally see what you can reasonably accomplish in the short term.

Unlocks more Alchemy and Learning actions

Alchemy (+8) [Leaf Cauldron + Core]

[ ] Brew Flowing Ivy Elixir (Goal: 3/5 Repeatable) (1/3 Stress Free)
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.

[ ] Research a new Recipe (Goal: ??)
--[ ] What kind of elixir are you trying to make?
You can try to figure out the recipe for a new pill or elixir. You are quite talented in alchemy so you can try to make nearly anything, but more complex and potent recipes will be harder. They may also require more exotic ingredients.

Quest (+3) [School of the Iridescent Toxin]

[ ] Deal with the Iron Fist Sect (Goal 10/20)
The Iron Fist sect is forgetting their place. You'll allow their expansion, but they need a reminder that the Zhuge clan is untouchable. Gather a larger force of warriors and go burn down their little fort.

Angers the Iron Fist Sect
Removes Missing Shipments [ ] [ ] [ ] [ ] [ ] [ ]
Improves Face


[ ] Negotiate with the Iron Fist Sect (Goal 10/20)
The Iron Fist sect's offer isn't entirely unreasonable. But you won't be making a deal in some mountain fort. Summon their envoy to the Zhuge clan compound where they can make their case and you will have the benefit of the clan's retainers to help make the best deal.

Uses Diplomat skill (+0)
Pleases the Iron Fist Sect
Removes Missing Shipments [ ] [ ] [ ] [ ] [ ] [ ]
May result in a bad deal and loss of Face.


[ ] Do something else with the Iron Fist Sect (Goal 10/20)
-[ ] Write In
If you, SV, can think of some other way to deal with the situation I'll allow attempting it.

Results Vary

[ ] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
You doubt this bandit king is even a soldier. Take a few warriors and go wipe out the mountain bandits in their "stronghold".

Remove Mountain Bandits Clock.

[ ] Go on an Adventure (Goal: ??)
You probably shouldn't be heading out to explore ruins and look for treasures on your own, but you don't have anything else particularly pressing to do. Take some time off to go slay monsters, search ancient palaces, and roam the wild lands looking for fortunate encounters. (Depending on the roll you can find useful locations, harvest rare materials, loot treasures, tame spirit beasts, increase your cultivation, and possibly reduce stress.)
 
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[X] Demand that they let your caravans through.
[X] Plan: Clan vs. Sect, Word Games
--- [X] Select a technique to boost with 3 TP. [School of the Leaf Cauldron]
-[X] Organize Medicine Pavilion (Goal: 7/10) (Stress: 1)
-[X] Negotiate with the Iron Fist Sect (Goal 10/20)
-[X] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
 
[X] Plan: Show no weakness don't be a dick
-[X] Be noncommittal
-[X] Select a technique to boost with 3 TP. [School of the Leaf Cauldron]
-[X] Organize Medicine Pavilion (Goal: 7/10) (Stress: 1)
-[X] Negotiate with the Iron Fist Sect (Goal 10/20)
-[X] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
 
I actually think we should keep training Iridescent Toxin for now. We will want Leaf Cauldron long term, no doubt, and probably higher than Iridescent Toxin, but in the short term, we don't really need any more until we actually have something to do with it other than make healing potions. We're already at the point where we average three of those per action, and the worst thing that happens is we only get 2 instead...additional bonuses don't do a lot for that. Iridescent Toxin, meanwhile, we are usually using as a combat skill and don't get the +5 alchemy bonus to for that reason, and are using in direct conflict with others rather than necessarily at a static DC.

Again, I'm sure that's not true in the long run, but it probably is for at least the next couple of turns, so I think raising Iridescent Toxin is correct right now. In-character, we also just lost a spar to our sister so it'd make a lot of sense to focus on getting better at those.

[X] Plan Iron Fist In Velvet Glove
-[X] Select a technique to boost with 3 TP. (School of the Iridescent Toxin)
-[X] Be noncommittal
-[X] Organize Medicine Pavilion (Goal: 7/10) (Stress: 1)
-[X] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
-[X] Negotiate with the Iron Fist Sect (Goal 10/20)
 
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[X] Plan Iron Fist In Velvet Glove
-[X] Be noncommittal
-[X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]
-[X] Organize Medicine Pavilion (Goal: 7/10) (Stress: 1)
-[X] Negotiate with the Iron Fist Sect (Goal 10/20)
-[X] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
 
@DeadmanwalkingXI why are we hunting the Mountain Bandits? I agree with your plan in general, I just don't get why we, the alchemist, are hunting mountain bandits instead of taking the time to learn about how to advance our Cultivation.

[X] Plan Iron Fist In Velvet Glove
 
@DeadmanwalkingXI why are we hunting the Mountain Bandits? I agree with your plan in general, I just don't get why we, the alchemist, are hunting mountain bandits instead of taking the time to learn about how to advance our Cultivation.

I'm a fan of problem solving rather than letting them fester, basically. I do agree we need to find out cultivation stuff within the next couple of turns, but I think paring down our problems slightly first is desirable.
 
So what is it that we want to do with the Iron Fist and do we need to solve it immediately? For me the big kicker is this
But still, the sheer temerity to demand a toll of you. Reasonable or not, they should have presented their petition to the Zhuge clan before building this fort.
While this sounds fair, is this actually part of the laws here? They are not an invading force, they are our vassals so they would have to obey our clan. Are they actually breaking any laws here? Is there an actual procedure for them to set up here or is only as courtesy demands it?

Because if there is nothing in place against it, they did not really do anything wrong and in fact are providing a potentially valuable service.

In which case I would wonder if that is something we can change.

@Arcanestomper Is this something we can look into?


[X] Demand that they let your caravans through.
[X] Plan: Clan vs. Sect, Word Games
--- [X] Select a technique to boost with 3 TP. [School of the Leaf Cauldron]
-[X] Organize Medicine Pavilion (Goal: 7/10) (Stress: 1)
-[X] Negotiate with the Iron Fist Sect (Goal 10/20)
-[X] Hunt Mountain Bandits Beasts (Goal 5) (Stress: 1)
Pretty sure demanding means we cannot negotiate with them.
 
[X] Plan Iron Fist In Velvet Glove

why are we hunting the Mountain Bandits? I agree with your plan in general, I just don't get why we, the alchemist, are hunting mountain bandits instead of taking the time to learn about how to advance our Cultivation.
Avoiding combat because you're more specced for alchemy is a silly concept, as a cultivator you are already a skilled fighter. Skilled however, is not enough. Everything about our situation and clan points to how some combat is inevitable and being a warrior will be a necessity even if not a priority.

Better to have experience and be capable of fighting when the need arises than to be unprepared. Better still to be capable and stay ahead of the problems so that you don't get your more delicate projects interrupted by a rising bandit lord or rampaging god-beast.
 
Now they are occupied by a handful of participants interested in the outcome. This is a private match so the observers are limited to a select handful. Clan elders with nothing better to do. Your and your sister's more trusted retainers. And most importantly your mother and the twins.
Good to know who's watching.

The spar ends the way everyone knew it would. With you on your knees and your sister untouched. "Pathetic brother. Is that the best you can do?" She takes one of your daggers from your nerveless hands and licks the viscous toxin from the blade. "What is this spider lily extract? Even your poisons are inadequate brother."

She tosses the dagger back at your feet and with a final chuckle turns and walks away. "Get stronger brother. Make it more interesting next time."

Your retainers run onto the platform and help you stand up. You let them guide you back to your rooms to recuperate. Your sister made sure to hit most of your nerve points, so the pain is excruciating. Worse than the tribulation you just endured. You'll need some to recover from this.
Yeah she's being a bitch about it. But in her own twisted way she is trying to be encouraging.

Wound: +1
Iridescent Toxin: +2 EP (Copper => Iron)
Face: +1
Sister Disposition: +?
EP and Face is nice. Also likely had good effects on sister disposition.

After a week you feel well enough to start working again. Still covered in bandages you begin to go through the medicine pavilion's records. This isn't your first time looking at them of course, but your previous studies were lessons on how to manage the pavilion rather than actually doing so. You mostly looked at particularly important records from the past than the mundane modern records.

You've absorbed most of the current state of the medicine pavilion. There are eight hundred apprentices and fifty full alchemists of various levels of seniority. Some of them are older than you. Some are younger, but none have your degree of mastery. It's a little understaffed honestly, and somewhat disorganized with the more senior alchemists more or less doing what they feel like.

Of course this isn't the only medicine pavilion in the clan. The clan elders wouldn't trust the entire clan's elixir supply to an untested heir. But the other medicine pavilions are more specialized. They produce specific elixirs in bulk for the clan, and they do so well. But they have little ability to change their methods or produce new elixirs. That is the task of the Silver Grass Medicine Pavilion, your task.
Basically they're trying to see his skill in running things and the idea behind the Silver Grass Medicine Pavilion is experimental stuff.

Whether it's your injuries or the hundreds of lines of tiny characters you find your head aching and your eyes swimming. The bulk of information is assaulting you, and for some reason you simply can't wrap your head around what you actually need to do. In frustration you dump everything on An Lia and head over to your private workshop.

Instead of reading numbers you spend several much more enjoyable weeks crushing herbs and mixing extracts from various spirit beasts. You carefully monitor the cauldrons and use your qi to keep the fire at just the right temperature. In the end you have several pots full of shimmering clear liquid.

You carefully drain them into flasks making sure not to accidentally include any of the sludge on the bottom of the cauldrons. These are impurities and toxins, which would ruin the effect. Other alchemists might throw out or burn these dregs, but after you have finished pouring out the useful elixir you pour the sludge into a single pot and carefully seal it. It will be useful for making poisons.

The flasks you set into two beautifully carved wooden caskets. Each casket contains several flasks. With measured use they should be able to completely recover a cultivator of the Knight realm. Or if the cultivator is more wasteful get them through a single pitched battle without dying.

You are about to close the second casket when your hand pauses. You are still in a great deal of pain, and you have a healing elixir right here. It wouldn't be the most efficient use, but then you can always make more. With a shrug, that only emphasizes your pain, you pop one of the flasks open and down the elixir within. You sigh as the soothing qi within immediately eases your pain.

Gain: 2 Flowing Ivy Elixir
Use: 1 Flowing Ivy Elixir
Heal: 1 Wound
The whole I'm done with paperwork I'm going to go have fun making cool stuff and then heal myself is a good show of his mindset. He's trying to be reasonable but there's limits.

They aren't trying to take over any of the Zhuge clan's own holdings, just independent settlements and those held by even smaller clans and sects. So normally the Zhuge clan would leave them to it. Allowing vassals to jostle for power among themselves keeps them from uniting against the Zhuge clan after all.

The problem is that they want to charge a toll on your spirit herb shipments. The worse problem is that they're demand isn't even unreasonable. They are offering Iron Sect disciples to personally guard your shipments, which would keep them safer than they are now. You might even be able to get spirit beast parts out of them instead of needing to purchase from the market.

But still, the sheer temerity to demand a toll of you. Reasonable or not, they should have presented their petition to the Zhuge clan before building this fort.
Good to know the policy for this.

[X] Plan Iron Fist In Velvet Glove

Deals with various issues and does some good training.
 

Cultivation (+6) [Cultivation]

[ ] Cultivate: +.2 TP for every point on the roll
--- [ ] Select a trait, skill, or technique to boost with the XP gained.
------ [ ] Who benefits from this boost?

Does our clan have anything for boosting how fast we train our general skills? It seems like the kind of thing that would be around.

Getting a few points in diplomacy and merchant would be useful, but we're weak enough still that it would take a while to do so.

Edit:
Not as long as I expected. On average, every other training action would boost our skills. And it gets faster as we dump points into our cultivation.
 
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So what is it that we want to do with the Iron Fist and do we need to solve it immediately? For me the big kicker is this

While this sounds fair, is this actually part of the laws here? They are not an invading force, they are our vassals so they would have to obey our clan. Are they actually breaking any laws here? Is there an actual procedure for them to set up here or is only as courtesy demands it?

Because if there is nothing in place against it, they did not really do anything wrong and in fact are providing a potentially valuable service.

In which case I would wonder if that is something we can change.

@Arcanestomper Is this something we can look into?

It's a legal grey area that would depend on whether that road specifically belongs to the Zhuge clan. It's something that some law scholar is probably going to have to search through the archives to figure out.

Pretty sure demanding means we cannot negotiate with them.

I'll allow it as a backup in case the Demand fails.

Does our clan have anything for boosting how fast we train our general skills? It seems like the kind of thing that would be around.

Getting a few points in diplomacy and merchant would be useful, but we're weak enough still that it would take a while to do so.

Edit:
Not as long as I expected. On average, every other training action would boost our skills. And it gets faster as we dump points into our cultivation.

You'd need to go ask your brother or mother for cultivation aids. One of the elders could probably help to, but they have less reason to.
 
It's a legal grey area that would depend on whether that road specifically belongs to the Zhuge clan. It's something that some law scholar is probably going to have to search through the archives to figure out.
Would I be guessing correctly to say that at our current skill level, the only way to find out is to take the negotiation action?

Which skill would we need to do to brush up on our law if this sort of thing comes up again? Diplomat? Merchant?
 
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