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Let's Make a Wuxia World
Building the ultimate Wuxia world
Welcome all to my new quest, this will be my third quest (if we count that game for discord I posted here), so please lower your expectations, this quest is inspired mostly by the Sect Quest run by @dbRevned in which I still play a character, and the web novel "building the ultimate fantasy" the idea for this quest is for the lovely people in this forum to take on the role of Qi Refiners (and for the peps in the other thread I will make later to play as cultivators in said world).

At the moment I have the 3 Qi refiner spots taken, but the 6 spots for cultivators in the next thread are still open


Now I hear you asking what's a Qi Refiner, is it the same as a Cultivator? And to that I say no. your job as a Qi Refiner is to spread Qi into a low-level martial world, creating manuals, secret sites, schools, and the like. If it's in a wuxia novel you can add it to the world. You will play as a co-creator for the world, and if you want to as sect master later on. (If you just want to help modify this world into your dreamed wuxia world and not play as an important character that can be arranged).

You as well as the players in the other thread have 3 stats: Body, Soul, and Mind

Body for fighting and doing physical stuff.

Soul for cultivating.

And mind to talk to people, notice things and helps the other two stats

Here is what I have planned for stats:

Now if you guys just want to be a creator and not meddle with the world these stats are mostly meaningless, but if you guys want to create a sect in which your char is the leader, then they matter.

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Stats:

The Stats all range from 0 worst to 18 best (for a non-cultivator), it's possible to increase any stat with hard work, the higher the stat is the harder it is to increase, and Soul it's Impossible to increase without special resources or miracles(rolling a natural 95 or higher)

Stats are used for almost every roll adding or subtracting according to their value

Think D&D 5e but with the modifier multiplied by 5 so:
0-1 = -25. 2-3= -20. 4-5= -15. 6-7 = -10. 8-9= -5. 10-11= +0. 12-13= +5. 14-15= +10. 16-17= +15. 18-19= +20…
And like D&D for each of you guys, I will rolls 4d6, ignore the lowest one
and give them to you to assign

Body: Is used for fighting, physical work, running, surviving poisons, diseases, slowing aging, and anything that mainly uses the body (feel free to ask if you want to know if some action would use Body) Body decreases with age for non-cultivators

0-1=Baby. 2-3=Kid. 4-5=weak teen. 6-7=teen. 8-9 Strong Teen 10-13=Normal Mortal Man. 14-15=Strong Mortal Man. 16-17=Olympian Man 18-19=Peak Human.

Soul: Is used for cultivating and that's mostly it, but cultivating is REALLY IMPORTANT. But since you guys cant cultivate normally (more on that later), soul helps you when you want to alter the world

0-1=Will Never Cultivate without a miracle. 2-7=Really Bad At Cultivating. 8-11= bad at cultivating but can do so. 12-15=Medium Talent For Cultivating. 16-17= High Talent Cultivator. 18-21=Legendary Talent Cultivator

Mind: Is used for conversing with people, to know if somebody is lying, noticing things, adds a bit in fights (about half of Mind compared to what Body adds), and deciphering complex subjects such as cultivating techniques (It gives a small bonus to cultivating if you got a technique)

0-1=Baby Level Of Intelligence (LI). 2-5=Child LI. 6-9=teenager LI. 10-13 Adult LI. 14-15=Smart Adult LI. 16-17=Really Smart Adult 18-21=Genius LI

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The core mechanic for this thread is for you guys to make this world an epic wuxia world and to do so you must expend Wisps of Qi, you all start the game with 100 Wisps of Qi or WQ and you use them to create changes in the world, these WQ fully regenerate after one turn so you would be expending them all in each turn, and to increase your maximum amount of WQ you will need to affect the world, be it by creating new cultivators, creating secret sites, manuals to cultivate etc, the more creative and generally cool the more max WQ you will gain, and the more you expend the better the possible result, creating a feedback loop where after each turn you gain more WQ and can modify the world further


At the moment I have a pretty basic idea as to how you guys will modify the world, you guys tell me all you plan to do, max of 3 modifications per turn (for now), and how many WQ you want to use for each modification, each WQ beyond the required adds .5 points to a d100 roll so if you use all 100 on a single modification with a requirement of 2 WQ you get a plus 49 making it an almost guaranteed success, adding descriptions and general creativity also adds points


Some example of modifications and their base cost:

Awaken a mortal:
Cost: 2 WQ. Difficulty 10
Description: give a mortal his first taste of Qi allowing them to recognize it and start on the path to cultivation.
III
III
Create a non-elemental cultivation manual:
Cost: 10 WQ. Difficulty 30
Create a non-elemental cultivation manual, to make it easier for people to cultivate, can give it to one person as a free action if they are not with you, or to any number of people if they are with you
III
III
Create an elemental cultivation manual:
Cost: 20 WQ. Difficulty 50
Create an elemental cultivation manual, this will allow the users of it to bind themselves with an element and cultivate much faster if that element is strong in the place they choose o cultivate. Has negative side effects relating to elements that depend on the roll
III
III
Create an elemental site:
Cost: depends on the size of the place. Difficulty Depends on the compatibility of the site and the chosen element
Create an elemental site and allow mutations of plants and animals to be closer to said element, synergy with elemental cultivation manual​

I can go on but the idea is for you guys to think of these so I will stop, but please feel free to write-in actions, I prefer that.

Now a brief description of the world:
We will be playing in the world of Grenar, a low-level martial-world, what does this mean? it means that the technology is, in the most advanced places as good as medieval tech, and that the best warriors with the best armor can defeat around 20-30 normal soldiers on their own. So think very low-level magic that is used to enhance the body, no shotting magic volts or anything like that, at least not for now, after we are done with the world then almost certainly yes.

Kingdom Building or choosing:

Now, there are 3 kingdoms, names pending, that are all neighbors of each other, think of a triangle, when you make your character you can make up the kingdom you are part of or you can ask me to make one for you, I'm letting people make them before me doing them because I'm almost certain that people will prefer to make their own kingdoms, even tho they will not be ruling them. Now as you may have guessed I will only allow one player per kingdom, so as to keep them all in the same balance of power. I may allow more players later on in the game to also be Qi Refiners.

Now as for character generation. I will need the following:
Name: (and last name)
Gender:
Age: (minimum 18, or be ready to have some actions restricted,)
Background:
Family: (you can say none if you want, this is mostly for world-building)
How you look: (photos/drawings are encouraged)
Personality:
And whatever you feel I should know about your character:

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Generic backgrounds:

Noble: your daddy or mommy are/were rich you won't have to trouble yourself with money and can buy most things without me needing to do some math: P. Won't have to spend an action each turn on working to survive, connections with either merchants, or nobles in a kingdom of your choosing.

Soldier: you have trained your body your whole life, you know how to fight and get either a +2 to body or bump it up to 12 whichever puts you higher, you have ties with the army of a nation of your choosing

General: You have a really cushy job in the army, only have to work 1 every two turns, have a decent amount of money, and some control over the army of a nation of your choosing.

Scholar: You are a learned man/woman, and as such you have an easy time gaining money as a tutor/teacher, can find work anywhere, only has to work once every two turns but if so doesn't have much money, +2 to mind or bump it up to 12 whichever puts you higher.

Royal Tutor: A lot of money and some pull over the royal family of the kingdom of your choosing, have to work every turn, except for special occasions where your pupils aren't available (you still get paid). +2 to mind or bump it up to 12 whichever puts you higher.

Feel free to create any backgrounds you want but remember two things, backgrounds cant increase Soul and they need to be approved by me

Also, you can wait until you know your stats before choosing a background.


Now onto kingdom building:
Kingdom Name:

Ruler Name: (name and last name)

Ruler traits: (max 3 and keep them one line or shorter pls, these are mean to be personality traits, they won't give stats)

Kingdom Traits: (Max 2 or 3 with one negative, they don't give stats but help build the world and might help in some rolls if they are relevant, example: "by the sea", won't give bonus stats but will let the empire use said sea for trade and whatnot)

They are the best at: (weapon crafting, soldier training, Beast taming, alchemizing, etc. the more niche the bigger the effect so being master swordsmiths makes them better at crafting swords than master smiths)

They are very good at: (same as above but just very good not the best)

The royal family maintains its power by: (military might, religious power, a bunch of loyal nobles, etc. Maximum 5 lines)

The biggest danger to the Royal family is: (corruption, assassins, dissent, etc. maximum 6 lines)

The Biggest power after the royal family is: (write-in maximum of 10 lines)

Anything of note: (write-in maximum of 10 lines)

and lastly but by no means least, the mechanics for this quest are totally untested so if I find something to be overpowered when it shouldn't I can and probably will nerf it, same if something is underpowered it can get a buff
 
Cultivation Info:
This is kind of long and complicated so you don't need to read it unless you want to know the math behind the quest, also it is subject to changes if I find stuff that needs to be nerfed or buffed

Cultivation realms:

Mortal, Qi awakened, Qi gathering, Qi condensation, Golden Qi core, nascent soul…..

Mortal: hasn't started to gather qi

Qi awakened: can semi-reliably gather Qi, and use it to slightly enhance their body and combat exhaustion, at this stage, using more than half of the total of Wisps of Qi in the body will make the user lose the extra they used, so if a user has 8 Wisps of Qi and uses 6 he will lose 2 but if he uses 4 he will not lose any.

Each Wisp of Qi used in a roll adds 1 point to the roll

Qi gathering: has gathered Wisps of Qi in their dantian (each person has an innate maximum capacity for Wisps of Qi that is rolled on Char creation), and to pass to the next stage they will have to unlock their Soul using all the gathered Wisps of Qi, this allows them to use Soul Energy which is less powerful than Wisps of Qi but more numerous and the user can use them all without fear of losing them.

At the end of this stage, SE (Soul Energy) is calculated as: (WQ)* 5 (WQ = Wisps of Qi)

Each Point of SE used in a roll adds .5 to the roll

Qi Condensation: ??? (at least one person needs to get here before I tell you guys about it)

Golden Core: ??? (at least one person needs to get here before I tell you guys about it)

Nascent Soul: ??? (at least one person needs to get here before I tell you guys about it)

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This is especially subject to changes since its the first time I'm doing a quest so complex ;P
Cultivation:

Cultivation manual mods:

Lack of any manual = -25

Mortal grade: Beginner +0. Learned +5. Master +10. Peak +15.

Allows a cultivator to cultivate up to the peak of Qi Awakened

Earth grade: Beginner +25. Learned +30. Master +35. Peak +40.

Allows a cultivator to cultivate up to the peak of Qi Gathering

Sky grade: Beginner +50. Learned +55. Master +60. Peak +65.

Allows a cultivator to cultivate up to the peak of Qi Condensation

Heavens grade: Beginner +50. Learned +55. Master +60. Peak +65.

Allows a cultivator to cultivate up to the peak of Golden Core

Godly grade: Beginner +75. Learned +80. Master +85. Peak +90.

Allows a cultivator to cultivate up to the peak of Nascent Soul

Qi dense zones:

Weak concentration = +5

Decent concentration = +10

Strong concentration = +15

Really strong concentration = +20

Holy site of cultivation = +30


Mortal: Gathering WQ difficulty: (Roll + Soul modifier + Cultivation manual mod + Event mod + zone Qi density)/100 = WQ gathered

Qi Awakened: Gathering WQ difficulty: (Roll + Soul modifier + Cultivation manual mod + Event mod + zone Qi density)/85 = WQ gathered

Qi Gathering: Gathering WQ difficulty: (Roll + Soul modifier + Cultivation manual mod + Event mod + zone Qi density)/75 = WQ gathered

Soul Awakening difficulty: 150 - (Roll + Soul modifier ) (failing the roll decreases the difficulty)
 
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Name: Brian matarn (ma-tarn)
Gender: Male
Age: 20
Background: Royal Tutor
Family: Born as the third son to a Noble family, The family is traditionally ally's to the royal family. has 2 older siblings and 1 younger. Part of one of the oldest noble families (which is impressive in this kingdom)
How you look: About 6 foot tall, brown hair, Healthy, constantly looks like he's just woken up.
Personality traits: Usually relaxed and reading when he can, he's diligent when needed so he can relax without worry afterwards.
And whatever you feel I should know about your character: Part of a noble family willingly step down for the inheritance to support his sibling who is much better at managing things (other sibling with a chance is diplo focused) Traditionally the family is good at managing there lands (in ck stats the family is stewardship-learning focused).

*I'm going for english names because I have a hard time coming up with names*

Kingdom Name: Leafate (le-ah-fate)

Ruler Name: Gary Peterson

Ruler traits: diplomatic, Genius,

Kingdom Traits: Positive: Ruins, Isolationist, Fortified (Almost impossible to invade conventionally, and not worth to hold land grabbed), Negative: Small-medium army (enough to fully defend fortifications but not enough to attack anything and solidly defend also)

They are the best at: Archeology

They are very good at: reverse engineering stuff/Their Education practices

The royal family maintains its power by: loyal noble families, stable management of land.

The biggest danger to the Royal family is: internal populous rebellion

The Biggest power after the royal family is: The Institution of learning

Anything of note: The kingdom is on top of alot of ruins. Tends to take a more isolationist approach to foreign problems, Inheritance tends to be selected by management skills or the eldest if no one is selected. Minimal religious influence. Surrounded by easily defensible terrain, has a form of police(recruited from people educated in the laws of the kingdom) instead of noble retinues to keep/enforce the law in the kingdom. nobles are tasked with managing and keeping their lands stable and properly reported to the royal family, if they fail a and if nothing is wrong with their land the a new family member is put in charge. any non inheriting personal children most be given enough money to live comfortable(at current living conditions) for 5 years without other income source(if they dont squander the money).

expanded: (if mismanagement to the point of switching who's in charge of the family happens 3 times in 40 years and nothing is wrong with the land itself the noble family will be disgraced and a new family will be put in charge and the family will be given the title noble if they successfully manage the lands for 40 years)

Directly above isn't that important unless you want a easy way to make a new noble family without causing a big problem in the kingdom (noble title for family basically guarantee's any none inheriting family members keep any noble privileges you want to give them, besides social status and education they've had up to this point.)


So does above work the idea is a kingdom that explored all the ruins around there land and reverse engineers anything they find. has some of the best education in the world, and is surrounded by easily defended terrain which they build fortifications for after being continuously invaded. as a consequence of the fortifications the army isn't big enough to invade any one else or do they really want to being as focused on defense as they are (unless land gets taken over). the army is big enough to easily handle any small rebellions and most bandit troubles however If a large scale rebellion every happens (from the population) the army wouldn't be able to do anything.



here's the character and kingdom I worked out in the private msg's.

yeah sure if you want your empire to be super archeologists then they will be super archeologists, as long as what they find is not ancient tech and only lost artifacts, techniques, and general knowledge, that doesn't give them a tech boost then yeah that's cool by me

Included this msg from @LazyHedonist to explain what the kingdom can and cannot get from the ruins. If thats fine with him If not I'll remove the quote
 
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Name: Alecto Lualdi
Gender: F
Age: 23
Background: Scholar: You are a learned woman, and as such you have an easy time gaining money as a tutor/teacher, can find work anywhere, only has to work once every two turns but if so doesn't have much money, +2 to mind or bump it up to 12 whichever puts you higher.
Family: Alecto was traded to a witch for a very cool sword when she was ten. Is understandably not talking to her family.
How you look: black eyes, dark brown hair
Personality: detached, polite, curious, keeps grudges
And whatever you feel I should know about your character: Alecto is the type of person that would do something just to see if she could, and not truly care about the wider consequences. She believes that it is impossible to live without causing harm. Wants to leave her mark on the world.

Kingdom Name: Priam

Ruler Name: Pallas Santana

Ruler traits: Canny, Gregarious

Kingdom Traits: A major river flows through the center of Priam, Priam also controls a large coastline with several ports and good fishing

They are the best at: Shipbuilding

They are very good at: Trade

The royal family maintains its power by: strong navy/control of the river and coast, good land management, clever deals/alliances

The biggest danger to the Royal family is: corruption

The Biggest power after the royal family is: Merchant Families, Landed nobility

Anything of note: Was Founded by a Pirate/Merchant Lord 300 years ago. They have some very pretty coral reefs as well as a thriving seal population. They also have a population of sharks and orca's eating the seals and fish. People tend to be polytheistic, water and commerce gods are popular.
 
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yeah im only accepting 3 qi refiners and in the post I told people that the spaces where full, I told easter so, and he will probably come back as a cultivator later on
 
Yup yup, misread the opening post as saying there were three slots taken but six slots still open for qi refiners. Rather than what it actually says. :whistle:
 
here is brebeenz post, I'm hoping they can get their account authorized soon, but anyway, here it is:

Name: Salia "Creek" Maella

Gender: Female

Age: 14

Background: Religious Scholar.

Family: Salia was born into a religious family and would quickly be brought into a small religious sect of Dao monks. Like many in her home kingdom, this group focused on nature and how it connected to the Dao. While she has biological parents, she considers the entire group to be her family and will say she has around 15 family members as a result.

How you look: Average height for a child. braided black hair and deep brown eyes.

Personality: Very optimistic and excitable, she keeps a 'elegant and polite' face around most adults which gets quickly shed when something excites her or she's around people she knows. She takes things she feels are important very seriously, which can range anywhere from her own personal mission to carefully setting up dominos to get the most satisfying fall.

And whatever you feel I should know about your character: Her favorite color is blue and her favorite hobby is carefully stacking random rocks to make towers.

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Kingdom Name: Luvinia

Ruler Name: Lunamaria DeLuca

Ruler traits: Stoic, Wise, Slow to React

Kingdom Traits: In a highly overgrown area, which makes it hard to navigate for invaders but can potentially make the land coveted. The people within tend to be considered 'wise' which both gives them a reputation for being disconnected and difficult to talk to and being clever.

They are the best at: Herbal-oriented medicinal production and practices

They are very good at: Wayfinding and discovery

The royal family maintains its power by: A mix of noble line and religious beliefs. The rulers are often monks but their children are usually raised to take their place.

The biggest danger to the Royal family is: Their peaceful nature and reluctance to act on violence

The Biggest power after the royal family is: A number of the schools and sects which train martial artists, forming a collective of very skilled warriors in the capital area.

Anything of note: The kingdom exists in foliage that is somewhere in-between a dense forest and a jungle. Roads are vaguely marked and while someone who's familiar could travel the land with ease, outsiders can get very lost very quickly.
 
(second try I messed up the first one :p)
now I will roll for your stats, I will try to do it using sv dice but if that doesn't work I will roll them with my physical dice, because I don't know how to do the fancy "here (link) you can check on my rolls" thing

@dbRevned: 12, 13, 14
@CausalityCircle: 12, 12, 13
brebeenz: 13, 6, 13
LazyHedonist threw 4 6-faced dice. Reason: @dbRevned first stat Total: 13
3 3 1 1 5 5 4 4
LazyHedonist threw 4 6-faced dice. Reason: @dbRevned second stat Total: 15
6 6 3 3 4 4 2 2
LazyHedonist threw 4 6-faced dice. Reason: @dbRevned third stat Total: 16
2 2 5 5 4 4 5 5
LazyHedonist threw 4 6-faced dice. Reason: @CausalityCircle First stat Total: 13
5 5 1 1 3 3 4 4
LazyHedonist threw 4 6-faced dice. Reason: @CausalityCircle Second stat Total: 14
3 3 5 5 2 2 4 4
LazyHedonist threw 4 6-faced dice. Reason: @CausalityCircle Third stat Total: 15
6 6 4 4 2 2 3 3
LazyHedonist threw 4 6-faced dice. Reason: brebeenz First stat Total: 14
5 5 6 6 1 1 2 2
LazyHedonist threw 4 6-faced dice. Reason: brebeenz Second stat Total: 7
1 1 1 1 2 2 3 3
LazyHedonist threw 4 6-faced dice. Reason: brebeenz Third stat Total: 14
1 1 5 5 3 3 5 5
 
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I have biggest numbers so I win :p (12 body, 13 soul, 16 mind (14+2))

the three kingdoms:

The Archeologists

The traders

The monks


Out off all of these the traders are the most likely to be aggressive. because the monks are "peaceful" and the Archeologists are defensive focused. However the monks are also the most religous so I wouldn't be surprised if the started conflicts. I think the monks would be most likely to attack the traders because they are the other religious nation that worships other gods (thinking sure those people dont really worship the gods, however those greedy traders are heretics".

The three kingdom situation is probably maintained by the monks and traders not wanting to get into any major conflicts because if they bloody eachother enough the Archeologists will join in to sweep the battle with full strength against weekend opponents. (any wars won by my kingdom would probably set the borders back to how they were when the wars started (since they dont want/need to expand past there fortifications) and take both economic and scientific concessions)

Basically any wars happening I see manly happening between the traders and monks, with any wars ending before either sides weaken to much (because if that happens then the other side would drag in the third kingdom).

So In conclusion the Three kingdoms are stable system as long as known of them internally explode. with most convention wars being quick affairs. However since all the kingdoms can easily supply for itself they arent likely to go to war with eachother unless the can make quick and easy victories.

So basically the kind of situation were a careless cultivator could ruin the entire balance (weakening one of the armies, flooding the coasts of the trading kingdom, destroying the fortifications of the Archeologists kingdom , causing rapid changes to the surroundings of the monk kingdom) Perfect :p (for making actual big affects for any careless cultivators, not the actual people)
 
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For Priam I was thinking polytheistic in the sense that there are multiple gods and that they habitually adopt new gods from the people they trade with. But yeah if it gets disrupted too much Pirates will become a large problem.

Priam may have a deal for wood from Luvinia?

Alecto Lualdi Soul:13 body:12 mind:12 (+2 from scholar so 14)
 
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For Priam I was thinking polytheistic in the sense that there are multiple gods and that they habitually adopt new gods from the people they trade with. But yeah if it gets disrupted too much Pirates will become a large problem.

Priam may have a deal for wood from Luvinia?

Alecto Lualdi Soul:13 body:12 mind:12
I imagine your kingdom is the most outgoing/diplomatic of the kingdoms since my kingdom is isolationists and the monks seem isolationist (hard to talk to). So your kingdom would be the one thats going out there and starting discusions for trade deals and stuff. :p (for players it would probably be the pick you would do if you want to travel between kingdoms easier)
 
Turn 1
Alright, let's get this started:​


You were all having a normal day when suddenly you all felt the most comfortable and energizing sensation you could ever conceive. A heartbeat later you heard:

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Congratulations, you have been chosen by the heavens to help this world ascend into the next realm.


You should have heard of the old myths. Mythical beasts, miraculous artifacts, cultivators, and much more. Most of these stories are real or at least based on true events.


Sadly your world has degraded over millennia, and it is now dry of True Qi. But freet not for the heavens are merciful in a thousand ways and have granted your world another chance.


You will now be a Qi Refiner. One of the noblest professions and you shall revitalize this world by sowing the seeds of Qi into its barren soil, water them with knowledge, and tend to them with fate.


For by your hand this world shall rise! Or descend into chaos. Remember this young Qi Refiner, too much Qi will cause cultivators to grow like weeds, sowing anarchy into the world, and too little will allow a select few to hoard everything you give, starving the rest, moderation and wisdom are key aspects of any true Qi Refiner


You will be granted 100 Wisps of Qi and shall use them to awaken this world however you see fit. The Heavenly Court shall judge your progress and grant you more Wisps of Qi should your work be satisfactory.


And one last piece of advice be careful who you trust with this knowledge, powerful people try to either control or kill Qi Refiners​


Revered Old Botanist​




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Once the message Concluded you feel a rush of power, as if you could crush boulders with your bare hands, run faster than the wind itself, outthink the most brilliant scholar to have ever existed.

Then the reality of what you just heard hits you, somebody or something has either granted you immense power and responsibility or some mysterious master is messing with you. You don't know what sounds worse, but then there is an easy way to test this, you feel an energy/gas/power inside of you, and with a bit of work you manage to move it inside your body, now you just need to decide what to do with it….

Max 3 actions minus one work action, (for those of you that need to work for a living), also please do write your character reaction to this announcement and try to build up their personality so that I can better represent them when it's my turn to write them, feel free to write as much as you want for this as long as it has your character as the center

Example actions:

[]Awaken a mortal (Wei Ling and Fu Liang(if you guys awaken somebody or give something to somebody you need to tell me who)) use 30 Wisps of Qi (15 for each one)
[]Create a non-elemental cultivation manual(Flowing rivers manual. the user shall sit in a river while cultivating, allowing the rushing tides to cleanse his body and soul… and so gather Qi from the world) use 70 Wisps of Qi
[] Work

And a reminder of some of the actions you guys can take but please feel free to write-in actions and if in doubt send me a message and I will respond as soon as I'm able

Awaken a mortal:
Cost: 2 WQ. Difficulty 10
Description: give a mortal his first taste of Qi allowing them to recognize it and start on the path to cultivation.
III
III
Create a non-elemental cultivation manual:
Cost: 10 WQ. Difficulty 30
Create a non-elemental cultivation manual, to make it easier for people to cultivate, can give it to one person as a free action if they are not with you, or to any number of people if they are with you
III
III
Create an elemental cultivation manual:
Cost: 20 WQ. Difficulty 50
Create an elemental cultivation manual, this will allow the users of it to bind themselves with an element and cultivate much faster if that element is strong in the place they choose o cultivate. Has negative side effects relating to elements that depend on the roll
III
III
Create an elemental site:
Cost: depends on the size of the place. Difficulty Depends on the compatibility of the site and the chosen element
Create an elemental site and allow mutations of plants and animals to be closer to said element, synergy with elemental cultivation manual​
 
So do we have any powers to help with this like if I have my person make some ruins for people to find does he have to manual build things or does he use his WQ to do it? because If my guy cant just quickly go somewhere make some ruins come and quickly come back then that turns something eay for someone with power

[]Work
[] Create a Elemental cultivation manual (earth, Be grand like a mountain, unbreakable like the strongest metals, Improve yourself like your cultivating you land) (Imposing mountain, Strong metals, Self-Improvement)(earth element) 50 WQ
[]Create Elemental site: The Ruins of A past Civilization(no name of who built it in the ruins)(Earth Element) 50 WQ: You can tell you've entered the ruin site once you see the unusually hard ground, after walking for a bit more you'll enter the start of the ruins where some even seems to have uncovered the entrance. to begin with the ruin will be filled with dirt and debris. The walls are covered in both the teachings on the elemental manual made above, and imagines of cultivators doing things (ex. Creating mountains, casually taking hits from mythical beasts, Mediating in the same place through countless seasons unaging, etc.) In the ruins you'll be able to learn the cultivation manual by following the pictures (depends on comprehension) or by reading one of the many stone tablets around the ruins. The Elemental spot itself spreads out all over the ruins the close you are to the center the better. (the actual layout of the ruins when follow uncovered is a many roomed building meant to house the most it can in the most concentrated spot to cultivate, with every room containing a tablet and instructional pictures) (around the building ruined build there is a circle about 3 times the size that has a lower concentration of earth element that causes the ground to be harder and is where most of the mutations for the plants and animals will happen)


@LazyHedonist
Would above work? If it does I'll do a rewrite in omake for my character with him setting this up and doing things and maybe directing people to it (depends on how it writes out, identity will be kept secrete no matter what) (I'm currently assuming that we have been powered up because of the rush of power we got)
 
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Alecto pauses before continuing. Her lesson is on the settlements along the Eridanos river, their major exports, and what the prominent families of those regions are. Her students are still focused on the the test she had given them before her vision, and don't seem to have noticed her momentary distraction.

After an hour she ends her lesson, and receives the agreed upon payment.

She wanders the market for a bit. Haggling for paper and ink. Eventually finding a shrine maker, purchasing one of the cheaper shrines with its unpopular garden motif.

Carrying the shrine in her arms. She turns and walks away from the river, out of the city, and into the forest. She walks until she finds a shaded medow. The dappled light filtered through the leaves of a massive Oak. There she sets down the shrine. Painting the image and title of the god who granted her power.

Alecto desires to create a Life and/or Wood elemental site:
Cost: depends on the size of the place. Difficulty Depends on the compatibility of the site and the chosen element
Create an elemental site and allow mutations of plants and animals to be closer to said element, synergy with elemental cultivation manual ->Alecto plans to use 100 WQ for this endeavor.

Once in a dream she saw a tree so massive it seemed to swallow the sky. As the sun set, the tree seemed to glow. It's leaves capturing the beauty of the sky. Pink, and Gold. Glowing and Beautiful. Then the sun was gone, and the night was black. No moon rose to greet her. No stars shone out. The was only the tree, black against a black sky, and it's glowing leaves. Then she woke up.

Alecto is attempting to recreate the grandeur of that dream with some added details. She has decided that once night falls she wants the glow to peel itself from the leaves. Causing no harm to the tree. The glow will turn into golden moths that only live seven nights. They exist only to mate and die, leaking life qi all the while. Their eggs, the seeds of the tree they sprung from. She makes them unwilling to lay eggs within 30 yards of a mature star moth tree, to avoid over crowding.

She wishes for the star moths to have the potential(say 30-40% chance) to awaken the qi of anything that touches them, and that the seeds are very nutritious, supporting the longevity/life force of those who eat them. Seeds that successfully sprout won't be distingushible from a normal tree until the reach a height of 60ft, which is when they reach maturity and start releasing seeds.
 
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@dbRevned you can enter a sort of meditative trance and project your mind to almost any place inside your kingdom, so you don't need to physically go to the site, I just need to know how big the site is.

I should have said this earlier, but for you to get an idea of size compared to cost, a 150 meters squared with 3 meters of hight will cost around 10 WQ for a weak concentration of Qi, 25 for a decent concentration of Qi, 50 for a strong concentration, 75 for a really strong concentration, and 100 for a holy site of cultivation (this still depends on rolls but you get the idea of what you can expect), also the stronger the concentration the more likely it is for hostile creatures, plants, and spirits to appear, so do be careful

@CausalityCircle Same as above, what range do you want the elemental site to have, the bigger the less concentrated it is, also you can limit its maximum concentration if you wish to do so, or keep the maximum your roll gives.

Also, loved your concept for the elemental site, what about we use nature to represent a combination of life and plants?
 
Nature works

I want the qi to be pretty concentrated. So maybe a radius of 15 meters at the base, and a height of what ever would cover the tree. Forming a circle around the star moth tree if it manages to form. With the shrine within the elemental site.
 
150 meters squared with 3 meters of high
what would having 100 meters be strong and the remaining 50 be decent be, also how much would 100 meters of decent and 50 of weak cost?(I'm thinking going for the decent/weak combo maybe having the 10 meters in the middle be strong concentration with height being 3-4 meters up and 5 meters underground being included) because my idea was inside the building itself has a stronger concentration then outside it.
 
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