Forge of Destiny(Xianxia Quest)

This just means that Ling Qi's super power is not merely good talent, but good luck as well!

As any xianxia protagonist should.

What some cultivators haven't seemed to get yet, is that it costs literally nothing to be polite to people and spirits we meet. So it could be that because we are polite we aren't slapped down as some upstart angry cultivator that is on a one-man crusade against the institution.

(Looking at you Ji Rong!)

Politeness costs nothing but breath, but can buy as much as your life.

So, what's Meizhen going to say when we tell her about this trip?

"Ling Qi gonna Ling Qi. It's amazing what you get used to in short order."

I would totally be game for that. Fits our overall theme nicely, and could probably blend with both of our primary weapon choices.

Mhm.

I think I'd prefer a fire art, honestly. We don't want Adoratortoise to be cold in our Dantian, do we? Just picture the poor little guy, shivering and huddled in his shell for warmth.
 
Try something like this?

Archive Search - Wind AND/OR Water; Arm+
Meridian - If Archive Art is Arm+Arm, train Arm; Else Spine

I would be up to searching the 2nd floor for Wind-Fire, Wind-Mountain, Water-Fire, or Water-Mountain arts. Both get the bonus and pick up something the synergies with Tortoise.
 
Mhm.

I think I'd prefer a fire art, honestly. We don't want Adoratortoise to be cold in our Dantian, do we? Just picture the poor little guy, shivering and huddled in his shell for warmth.
Well, spirits gain flexibility by being bound to a human. Clearly it means we must use elements it is not used to. Clearly. It's for Ling Ko's own good, you know.
 
@yrsillar is ice just wind/water or a seperate element? Or I suppose it could be both...
I feel guilty for it but I can't help but think how much more those two fit Ling Qi than the fire/mountain turtle. Opposites attract though I guess and at least this way we cover a wide variety of elements and styles.
 
[X] Tunnel
[X] Switch the Armguards for the Blizzard Pin.

Loot™

Edit : More seriously, would it be possible to take one of the rabbit to feed the snek cousin?
 
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So what benefits will Lil!Turtle give us? Just off the top of my head, I'm thinking maybe some passive armor or maybe some defense dice. Given Turtles are usually all about the defense. Also maybe some Str or Sta.
 
I would be up to searching the 2nd floor for Wind-Fire, Wind-Mountain, Water-Fire, or Water-Mountain arts. Both get the bonus and pick up something the synergies with Tortoise.

If your speculation re: balanced Argent arts is correct, then we can probably pick up a Water-Fire arm art if we have good luck exploring the mountain. TBH, I'm hoping it is because a Wind-Thunder leg art would pair with SCS nicely for when we can't use SCS for whatever reason.

I would prefer Water-Wind personally as an Arm art. We do have a Mountain meridian, and we can pick up a Fire heart art (although that may duplicate Han Jian's art effect). Probably best not to use it in Training until after we pick up a couple other Heart arts too (like the water healing or earth defense).
 
If your speculation re: balanced Argent arts is correct, then we can probably pick up a Water-Fire arm art if we have good luck exploring the mountain. TBH, I'm hoping it is because a Wind-Thunder leg art would pair with SCS nicely for when we can't use SCS for whatever reason.

I would prefer Water-Wind personally as an Arm art. We do have a Mountain meridian, and we can pick up a Fire heart art (although that may duplicate Han Jian's art effect). Probably best not to use it in Training until after we pick up a couple other Heart arts too (like the water healing or earth defense).

It we're to find the other (theoretical) Argent Arts, we need to vote through the conversation option that would get us looking for them.
 
White Hail Knives: (x4)
A set of fine throwing throwing knives made of qi imbued and bleached steel. Adds one dice to all attacks using wind element arts. DV 4.

Soothing Streams Gown
A masterfully crafted silk gown fitted to Ling Qi at the request of Gu Xiulan. Armor 1. Provides a +1 to all defense clashes, and a +1 to relevant socialize rolls. Reduces the cost of water element techniques by 1 to a minimum of one. Self repairs to a minor extent restoring durability and fixing cuts and tears over the course of several hours. Durability 5.

Hawk Talon Armguards
A set of leather bracers and soft fingerless leather gloves imbued with wind qi. Provides a bonus die to defense as long as the user has a wind art equipped. Reduces cost of wind arts by 1 Qi .Equipped

Starlight Ribbon
A narrow silk choker that glitters under the the light. Reduces the cost of darkness techniques by one to a minimum of one. Adds one die to all perception checks. Equipped

Lesser Storage Ring
A plain and unadorned grey ring, it holds an extradimensional space for the storage of objects. Ten slots.

3 Disciples Uniforms
2 Commoner's Garb
1 Hand Mirror

Antique Bamboo Flute
Provides +1 on relevant expression checks.​
Cultivator's Cosmetics Kit
Provides +1 to relevant socialize and persuasion rolls​

1 Qi Card (blank) [2 uses remaining]
2 Qi Cards (blank) [3 uses remaining]
Stores a single technique of three dots or lower indefinitely. A stored technique can be used once.​

First Floor Archive Pass
Allows the holder unlimited access to the first floor of the Archive.​

Jade Slip
Allows the user to learn the arts Sable Crescent Step, Eight Phase Ceremony, and Forgotten Vale Melody.​

Mystery Egg
A leathery shelled egg the size of both of your fists put together. It is black and shot through with lines of dark green. It doesn't seem close to hatching.​

37 Red Stones
2 Yellow Stones
6 Mountainroot Bat Cores
Grade 1 Beast Core. Unknown element and value.​

1 Elder Mountainroot Bat Core
Grade 2 Beast Core. Unknown element and value.​

1 Corpse Worm Mimic Core
Grade 2 Beast Core. Wood and Water elements. Worth an estimated 30 to 40 Red Spirit Stones.​
2 White Peak Salves
Reduces up to two points of lethal damage to nonlethal. Not applicable in combat. May only be used once per week.​
1 Life Essence Salve
Heals a single point of lethal damage completely. Not usable in combat. One per week.​
1 Red Restoration Pill
Restores five Qi to the user. Usable in combat. Do not use more than twice in a day.​
3 Wellspring Pills
Restores ten qi to the user. Usable in combat. Do not use more than twice a day.​
1 Sable Light Pill
Grants five bonus dice toward opening meridians and learning Yin aspect arts. All successes in such efforts trigger a roll to increase the user's qi pool as well, retaining the pill's die bonus​
1 Qi Foundation Pill
Adds Nine dice to cultivation art, meridian, and Qi increase rolls.​
3 Qi Expansion Pills
Adds three dice to Qi increase attempts.​
3 Clear Wind Pills
Adds three dice to the cultivation of wind element arts.​
2 Starlight Elixirs
Adds 5 dice to the cultivation of combat arts. In addition use of the pill triggers a single bonus physical cultivation roll, which receives a 3 die bonus.​
3 Highsun Pills
Adds five dice to the cultivation of all Meridians.Triggers a bonus physical cultivation roll with a bonus of three,​
3 Darkmoon Pills
Adds five dice to the cultivation of Qi. Triggers a bonus Spiritual cultivation roll with a bonus of three.​
2 Snowy Peak Pills
Adds five dice to all art cultivation rolls. Triggers one qi increase roll per art, up to two.​

@yrsillar, any chance I could convince you to replace the current Inventory spoiler with the above or something similar? Don't know when you last updated it, but I was complaining about it earlier so I figured I'd do something about it for you. If you decide to, you should be able to just quote this comment and then copy everything with spoiler tags on it.
 
Actually the only reason I'm hesitant on getting any ice arts first (wind /water) is because our egg will hatch soon and he might need us to have a fire meridian to stay in unless he's more of an outdoor spirit that chills with us outside like cui.

We could always find a fire heart buff, we do need some more buffs after all
Having just trawled through the Inventory, it actually says the egg doesn't seem likely to hatch soon.
 
We would have to have two meridians at that point though, and we wouldn't know which meridian to train before we got the art unless we specified the meridians we are searching for. I mean, we would have probably one or two choices to choose from if we specified the meridians but it would allow us to train it that week rather than just getting the art.
We can specify training the meridian we need for the art, maybe?
 
Eh, too specific, just Arm+Spine art and see what comes out of the generator, then we can pick from those. No sense narrowing it to the point where we don't get a choice
So in your specification Spine is more important than Wind+Water?

Not interested. If we are going to specify two things I would specify Arm+Water. Or Arm+Wind; that would be okay too. But definitely not spine; nice as that is, it is far less important than an appropriate elemental affinity.

Details, but Growing Cavern is Water too.
So it is! I thought it was Lake for some reason, but I guess I was getting mixed up due to AM being Mountain + Lake. Even better, then; that is +5 to our learning rolls.
 
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@Seventeen If anything I find your version more confusing...? What's in the ring?

If you're gonna go for a remodel have it in several sections
Equipment & Spoilered ring contents
Stuff we don't have on hand but still own.
-Can divide by spoiler tags
 
So in your specification Spine is more important than Wind+Water?

Not interested. If we are going to specify two things I would specify Arm+Water. Or Arm+Wind; that would be okay too. But definitely not spine; nice as that is, it is far less important than an appropriate elemental affinity.

Not really. It being a spine art gets us our spine bonus, and should shift the benefits more towards the passive and lasting rather then the turn by turn. We're an endurance monster, outlasting our opponents should remain something we invest in.
 
@Seventeen If anything I find your version more confusing...? What's in the ring?

If you're gonna go for a remodel have it in several sections
Equipment & Spoilered ring contents
Stuff we don't have on hand but still own.
-Can divide by spoiler tags
I didn't include it, because I've got no idea what's supposed to be in the ring at the moment. The inventory currently says four out of ten slots are free, but lists only five items. If or when yrsillar redoes the inventory, he can just add a spoiler under the ring's entry and copy over what's in it at whatever point in time.

Other than that, I don't see what's so confusing. It's just separated by item type.
 
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There's always the possibility of there being a Water-Wind-Fire art in the archive. Turning our mist into steam would be pretty cool.
 
@yrsillar, any chance I could convince you to replace the current Inventory spoiler with the above or something similar? Don't know when you last updated it, but I was complaining about it earlier so I figured I'd do something about it for you. If you decide to, you should be able to just quote this comment and then copy everything with spoiler tags on it.
There is also the jade slip with Argent MIrror Art within it, as Yrsilar forgot about it as well.
 
I didn't include it, because I've got no idea what's supposed to be in the ring at the moment. The inventory currently says four out of ten slots are free, but lists only five items. If or when yrsillar redoes the inventory, he can just add a spoiler under the ring's entry and copy over what's in it at whatever point in time.

Other than that, I don't see what's so confusing. It's just separated by item type.
Well, now that @yrsillar edited it we can't know, but iirc we left the ability to switch out/in the bow, so that was probably it.
Not really. It being a spine art gets us our spine bonus, and should shift the benefits more towards the passive and lasting rather then the turn by turn. We're an endurance monster, outlasting our opponents should remain something we invest in.
Spine bonus is not that important (much less than wind bonus tbh), but later on we might want to make sure all our arts are either part heart or part spine, so we can have items that give reduction to spine and heart.

We are far from wanting that currently though, so Water/Wind >> Arms/Spine in priorities.
 
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There's always the possibility of there being a Water-Wind-Fire art in the archive. Turning our mist into steam would be pretty cool.

Fire-Water should be all you need for steam. Mist didn't require Water-Wind, just Water. A FIre-Water-Wind art might make the steam move more dramatically or something, I don't know.

I don't think we would find three element anything before the second floor though, and maybe not before the third.
 
I didn't include it, because I've got no idea what's supposed to be in the ring at the moment. The inventory currently says four out of ten slots are free, but lists only five items. If or when yrsillar redoes the inventory, he can just add a spoiler under the ring's entry and copy over what's in it at whatever point in time.

Other than that, I don't see what's so confusing. It's just separated by item type.
I like the sorted by item type part but if we don't know what's in the ring we don't know what we can use. Well I guess we'll wait for it to be updated again.
 
Not really. It being a spine art gets us our spine bonus, and should shift the benefits more towards the passive and lasting rather then the turn by turn. We're an endurance monster, outlasting our opponents should remain something we invest in.
And us picking Water gets us -2 to each Qi cost, +2 to attack rolls, and at least +5 to training rolls, possibly +8 if you assume we'd be suing the spiritual-cultivation boosting pill (which happens to boost water arts) anyways.

Also, while I like being an endurance monster, one of the primary reasons we want an Arm art in the first place is for burst damage, and going for an endurance based art doesn't really align with that.
 
And us picking Water gets us -2 to each Qi cost, +2 to attack rolls, and at least +5 to training rolls, possibly +8 if you assume we'd be suing the spiritual-cultivation boosting pill (which happens to boost water arts) anyways.

Also, while I like being an endurance monster, one of the primary reasons we want an Arm art in the first place is for burst damage, and going for an endurance based art doesn't really align with that.
Yeah, the arms art's whole point is, well, for when we want immediate damage and do not want to play the long game anymore. It seems counter-productive to specifically want the long term there.

Not that I would be against it if a good art shows up, it just shouldn't be a priority.
 
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