Maria - Good Seed Background
BadAtScreenNames
Killed a man in Reno just to watch him die
- Location
- London
- Pronouns
- He/Him
...Hooo boy. Okay. Um... Pinging @Alectai for a new Good Seed. Because... Well, I like this quest a lot, basically.
Gender: Female.
Age: 97 (at start of turn 11)
Health: Lightly Wounded (at start of turn 11)
Treasures:
Former Treasures:
Appearance: Deeply, unhealthily, inhumanly pale, and doesn't know why. Medical scans suggest it's something to do with her mix of turtle and Golden Devil heritage, but even that's a guess. Short, stocky, well-muscled. Slim, delicate features; she'd probably be pretty if she didn't have the worst case of resting bitch face on the entirety of the Turtle. Missing her right eye, and does not wear an eye-patch. Takes any suggestion she should as a challenge. Wears her hair shaggy and loose around her shoulders – she takes care of it, but doesn't really know how to and just *refuses* any help on the subject, so it tends to matte a bit until she essentially has dreads and just dunks her head in water until it's fixed. Basically lives out of her legionnaire's armour.
Background: The vast majority of Golden Devil clan members stay amongst their own. It's simpler. Most clans, sects and cultivators will happily murder them for heaven's favour, after all, and those are the kinder ones. And yet, for all that, somewhere in a slave pen, far away from the desert, a slave child was born with golden hair. That she wasn't immediately hacked apart for the favour of the Righteous is, in itself, a miracle. Her mother, desperate to save her daughter, dulled her hair with mud and dirt. It worked for a while, but good luck runs out for everyone – the children of the Lost Ones, most of all. When the child was found out, she was six years old.
But her owner was the exact right combination of stupid, clever, cruel, and calculating. He also owned a grubby, secret little arena where he'd make his property fight, and kill, and die. The child made for a fine draw. After all, it's not every day you get to see a Golden Devil bleed out in front of you. Except she didn't bleed out. She survived. Over and over again, alone in that place, the child survived. She won bout after bout, against impossible odds, and when she couldn't win, she walked away alive. It was a bad way for a child to grow up. But it was better than a pauper's grave.
Then, at fourteen, a chance to escape presented itself; she found herself suddenly overcome with a deep and blinding rage. When it cleared, she was free. To this day, she doesn't know what happened, or what she did to get out. Part of her wanted to go back and ensure her owner was dead. Instead, she fled. She knew she was a monster, born of a clan of monsters. Seemed as good a place as any to go. It took her three years to cross the many territories between her and the desert. But when she finally made it, she found herself surrounded by people who saw her, first and foremost, as family. They taught her to read. They gave her a name. They told her the truth of who she really was; not a monster, but a scion of a great and ancient legacy. A force for cosmic justice, against a cruel and savage heaven.
Cool Thing(s) (I may have gotten carried away)
EVENTS IN-PLAY
Turn 7: Reached Golden Devil territory and defended a peddler (Lu Xu) who was being mugged on the Scorpion Road. This attracted the attention of Captain Ajax, who decided to send her to the Dawn Fortress for training.
Turn 8: Maria had expected to be transferred to the border in preparation for the war. Instead, Captain Ajax informed her that she had been assigned to Three Frogs city, to assist in the training of soldiers. She was furious, but realised that orders were orders, and left. Along the route, she travelled with six clanmates and Oyster, a cultivator of the Cursed Mushroom clan. After a difficult journey, when they found themselves trapped by flooded roads, she engaged in a sparring match against her fellows - and triggered her berserk rages. While no-one was hurt, it separated her from the group. Only Oyster seemed unfazed. In time, the group found themselves in a small town not far outside Three Frogs that had been attacked by Kuei, a cultivator of the True Mask blood path. They investigated to find the place deserted and coated in a strange, dead, meaty substance that clung to the walls and floor. After deciding the find the perpetrator, Kuei attacked, and managed to disable all but Maria and her clanmate Adonia. They fled to get reinforcements from Three Frogs, with Oyster buying time for them. After a carefully managed cat-and-mouse game, Kuei's monsters forced drained enough Qi from the two that they had to hide and rest up. They managed it, but Adonia plunged into Qi exhaustion to achieve it. Sadly, Kuei still found them, and proceeded to attack. Maria was forced to confront her own dark side, but managed to take control of herself and defeat her attacker, walking away with his petrified mask. After finally arriving at Three Frogs, she found herself embroiled in a dark conspiracy of traitors and cannibal infiltrators; only with the help of Zeno Angelus, Commander of the Divination Platoon, was she able to unmask the town's commander, Gaiarados, as a traitor. Afterwards as things settled down again, she started taking occasional shifts with the city's garrison on the wall, and found herself caught in an attack on the wall by the Cannibals.
Turn 9: After distinguishing herself at the Siege of Three Frogs, and witnessing the historic battle of Rina Callista and Ling Dan the butcher, Maria and her legion returned to the headquarters of the 263rd. There (over the misgivings of her legate) she was promoted to captain, sponsored by the centurion who had brought her into the clan, Ajax. She and her new squad were then deployed as an escort for her old friend Letha, heading up to join the Adamantine Bracers as a tactical consultant. They joined a Righteous Coalition group of various sects and clans caught outside the line, who were forced to wait to deploy to the Fearless Line until the destruction of the Abyssal tower. Frustrations built up amongst the allies, getting worse and worse until a tournament was declared to soothe tensions. Maria, angry after a fight with Letha, entered, and successfully beat her first and second matches. She was exposed, briefly, to a vision of her Dao, a bloody and violent thing, and in horror with what she saw she fled from it, running out of the tournament. Before her friends could help her understand what she saw, marching orders finally came in, and the group made it to the line. Maria and her squad patrolled the line, over and over, until they came to the attention of Shu Cangquiong, the infamous Mother of Mists of the Noble Knowledge sect. After a carefully executed trap, she drugged the squad with potent hallucinogens and then used telepathy to attempt to discern what of Maria's dao she could. Maria and the Red Place eventually broke free after confronting her own darkest secrets, and drove her out of her mind. After she and the squad were rescued, Maria at last realised what she wanted- to reach the Thirteenth Heavenstage, and forge a single pillar.
Omake (121889 words overall total)
Turn 7 (2737 words total)
Arrival Part 1 (1628 words)
Arrival Part 2 (1109 words)
Turn 8 (24815 words total)
Belonging (1245 words)
The Mirror, Part 1 (1941 words)
The Mirror, Part 2 (5105 words)
The Mirror, Part 3 (3083 words)
The Mirror, Part 4 (2122 words)
The Mirror, Part 5 (2080 words)
The Mirror, Part 6 (1632 words)
The Mirror, Part 7 (3037 words)
Lethal Hustle: The Blitzkriegue Case (9293 words, collaboration with @Juugo , not included in wordcount)
Gravebronze (2542 words)
Wall Duty (2028 words)
Turn 9 (28732 words total)
Ending the Siege (3342 words)
Captain's Pins (779 words)
Promotion Day (990 words)
First Assignment, Part 1 (1421 words)
First Assignment, Part 2 (2277 words)
First Assignment, Part 3 (3797 words)
First Assignment, Part 4 (5836 words)
First Assignment, Part 5 (7844 words)
A Private Correspondence, Part 1 (668 words, collab with @no. )
A Private Correspondence, Part 2 (@no. 's response, not counted in wordcount.)
A Private Correspondence, Part 3 (565 words.)
Mortals (1222 words)
Turn 10 (52066 words total)
In a Yellow Wood (3037 words)
A Private Correspondence, Part 4 (@no. 's response, not counted in wordcount.)
A Private Correspondence, Part 5 (526 words.)
A Private Correspondence, Part 6 (@no. 's response, not counted in wordcount.)
Dodging Echoes, Part 1 (2584 words.)
Dodging Echoes, Part 2 (1752 words.)
Dodging Echoes, Part 3 (2845 words.)
Dodging Echoes, Part 4 (1027 words.)
Dodging Echoes, Part 5 (2015 words.)
Dodging Echoes, Part 6 (2085 words.)
Dodging Echoes, Part 7 (5103 words.)
Dodging Echoes, Part 8 (713 words.)
Seven Conversations (1173 words.)
These Boots Are Made For Knockin' (1873 words.)
Maria and the Three Masters, Part 1 (4176 words.)
Maria and the Three Masters, Part 2 (5332 words.)
Maria and the Three Masters, Part 3 (3169 words.)
Maria and the Three Masters, Part 4 (4192 words.)
Maria and the Three Masters, Part 5 (4703 words.)
Maria and the Three Masters, Part 6 (5761 words.)
Turn 11 (12820 words total)
Contribution Board: On Wrathful Cultivation (1173 words.)
Price and Balance, Part 1 (1811 words.)
Price and Balance, Part 2 (2265 words.)
Price and Balance, Part 3 (689 words.)
Price and Balance, Part 4 (1385 words.)
Price and Balance, Part 5 (2592 words.)
Price and Balance, Part 6 (2905 words.)
Epilogue (719 words.)
Maria














Gender: Female.
Age: 97 (at start of turn 11)
Lifespan: 200 years
Cultivation: 10th Heavenstage of Qi CondensationCultivation-Year Equivalent: 173 years
Cultivation-Years to next stage: 15 years
Impact: 0Health: Lightly Wounded (at start of turn 11)
Treasures:
None
Former Treasures:
Mask of Kuei Shin Tensei (Lifesaving treasure, Turn 8 omake bonus). A simple full-face mask made of black lacquered wood, with a stylised moon rising above a hill carved on the forehead. Maria took it from a blood path cultivator she encountered on the way to Three Frogs. It contains what's left of his cultivation, and the crystallised lives of the people he killed to forge it. Should she take a life threatening wound, the mask will feed her its qi to heal her. As it cannot be replenished or repaired, it's single use only. (USED IN TURN 9)
Appearance: Deeply, unhealthily, inhumanly pale, and doesn't know why. Medical scans suggest it's something to do with her mix of turtle and Golden Devil heritage, but even that's a guess. Short, stocky, well-muscled. Slim, delicate features; she'd probably be pretty if she didn't have the worst case of resting bitch face on the entirety of the Turtle. Missing her right eye, and does not wear an eye-patch. Takes any suggestion she should as a challenge. Wears her hair shaggy and loose around her shoulders – she takes care of it, but doesn't really know how to and just *refuses* any help on the subject, so it tends to matte a bit until she essentially has dreads and just dunks her head in water until it's fixed. Basically lives out of her legionnaire's armour.
Background: The vast majority of Golden Devil clan members stay amongst their own. It's simpler. Most clans, sects and cultivators will happily murder them for heaven's favour, after all, and those are the kinder ones. And yet, for all that, somewhere in a slave pen, far away from the desert, a slave child was born with golden hair. That she wasn't immediately hacked apart for the favour of the Righteous is, in itself, a miracle. Her mother, desperate to save her daughter, dulled her hair with mud and dirt. It worked for a while, but good luck runs out for everyone – the children of the Lost Ones, most of all. When the child was found out, she was six years old.
But her owner was the exact right combination of stupid, clever, cruel, and calculating. He also owned a grubby, secret little arena where he'd make his property fight, and kill, and die. The child made for a fine draw. After all, it's not every day you get to see a Golden Devil bleed out in front of you. Except she didn't bleed out. She survived. Over and over again, alone in that place, the child survived. She won bout after bout, against impossible odds, and when she couldn't win, she walked away alive. It was a bad way for a child to grow up. But it was better than a pauper's grave.
Then, at fourteen, a chance to escape presented itself; she found herself suddenly overcome with a deep and blinding rage. When it cleared, she was free. To this day, she doesn't know what happened, or what she did to get out. Part of her wanted to go back and ensure her owner was dead. Instead, she fled. She knew she was a monster, born of a clan of monsters. Seemed as good a place as any to go. It took her three years to cross the many territories between her and the desert. But when she finally made it, she found herself surrounded by people who saw her, first and foremost, as family. They taught her to read. They gave her a name. They told her the truth of who she really was; not a monster, but a scion of a great and ancient legacy. A force for cosmic justice, against a cruel and savage heaven.
Cool Thing(s) (I may have gotten carried away)
- Stubborn like WOAH. Maria has basically survived this far by just refusing to die. That has not made her particularly good at things like compromising, listening to other people's opinions, or changing her mind, but hey, do what you can.
- Berserker. There is a button, somewhere deep inside Maria's brain, marked "NUCLEAR OPTION – DO NOT PRESS." Sometimes it gets pressed anyway, and Maria goes batshit. She'll attack any hostile in sight, heedless of her own wounds or any tactical disadvantage that "KILLKILLKILLKILLKILLKIIIIIIILL" might incur. Bit of a mixed bag for a cultivator, but we make do.
- Awkwardly affectionate. Maria loves her clan. No, seriously, she LOOOOOOVES them. Her idea of affection, however, was mainly derived from watching other slaves in the pit she grew up in occasionally cuddle or fall asleep on each other, or her mother putting mud in her hair. Other Golden Devils will occasionally find themselves on the receiving end of really awkward hugs, or head pats, or, on particularly bad moments, mud pies on their pillows. This has made her surprisingly popular with the clan's kids.
EVENTS IN-PLAY
Turn 7: Reached Golden Devil territory and defended a peddler (Lu Xu) who was being mugged on the Scorpion Road. This attracted the attention of Captain Ajax, who decided to send her to the Dawn Fortress for training.
Turn 7 Fate: To reach the 8th Heavenstage in under twenty years.. A century ago this was unknown for the Clan, but it seems such talents are as common as wheat stalks nowadays. Maria found herself on a whirlwind tour, the Clan's preparations for war meaning everyone was busy. Vaults of Spirit Stones were cracked open, and techniques often sold for Contribution Points were simply given out. Maria took full advantage, deployed to the Scorpion Road. There she worked diligently, and advanced far, stepping into the 8th Heavenstage on the eve of war.
Turn 8: Maria had expected to be transferred to the border in preparation for the war. Instead, Captain Ajax informed her that she had been assigned to Three Frogs city, to assist in the training of soldiers. She was furious, but realised that orders were orders, and left. Along the route, she travelled with six clanmates and Oyster, a cultivator of the Cursed Mushroom clan. After a difficult journey, when they found themselves trapped by flooded roads, she engaged in a sparring match against her fellows - and triggered her berserk rages. While no-one was hurt, it separated her from the group. Only Oyster seemed unfazed. In time, the group found themselves in a small town not far outside Three Frogs that had been attacked by Kuei, a cultivator of the True Mask blood path. They investigated to find the place deserted and coated in a strange, dead, meaty substance that clung to the walls and floor. After deciding the find the perpetrator, Kuei attacked, and managed to disable all but Maria and her clanmate Adonia. They fled to get reinforcements from Three Frogs, with Oyster buying time for them. After a carefully managed cat-and-mouse game, Kuei's monsters forced drained enough Qi from the two that they had to hide and rest up. They managed it, but Adonia plunged into Qi exhaustion to achieve it. Sadly, Kuei still found them, and proceeded to attack. Maria was forced to confront her own dark side, but managed to take control of herself and defeat her attacker, walking away with his petrified mask. After finally arriving at Three Frogs, she found herself embroiled in a dark conspiracy of traitors and cannibal infiltrators; only with the help of Zeno Angelus, Commander of the Divination Platoon, was she able to unmask the town's commander, Gaiarados, as a traitor. Afterwards as things settled down again, she started taking occasional shifts with the city's garrison on the wall, and found herself caught in an attack on the wall by the Cannibals.
Turn 8 Fate: Maria entered the siege of Three Frog City in the 8th Heavenstage, and left it in the 10th. Innate talent goes so far, but coupled with luck goes far further. Instrumental in the defense of a falling wall, she managed to kill six Cannibals, maim three, and wound almost ten, pushing back an attack until the Foundation cultivators were able to arrive. From the corpse of a Cannibal she found something absurd. An Iron Advancement Worm, a creature that one could fuse into a meridian and see dramatic advancement. Such worms could not be absorbed by Blood Path cultivators, however, and was no doubt held to be sold. Fusing it into her meridians, she leapt forward dramatically (+60 cultivation-years), her own innate talent pushing what was an immense gain even further. Now in the 10th Heavenstage, she managed to push back a major attack on the walls working in tandem with Edric, serving as a distraction as he poisoned the second wave of a nearly-successful attack.
Turn 9: After distinguishing herself at the Siege of Three Frogs, and witnessing the historic battle of Rina Callista and Ling Dan the butcher, Maria and her legion returned to the headquarters of the 263rd. There (over the misgivings of her legate) she was promoted to captain, sponsored by the centurion who had brought her into the clan, Ajax. She and her new squad were then deployed as an escort for her old friend Letha, heading up to join the Adamantine Bracers as a tactical consultant. They joined a Righteous Coalition group of various sects and clans caught outside the line, who were forced to wait to deploy to the Fearless Line until the destruction of the Abyssal tower. Frustrations built up amongst the allies, getting worse and worse until a tournament was declared to soothe tensions. Maria, angry after a fight with Letha, entered, and successfully beat her first and second matches. She was exposed, briefly, to a vision of her Dao, a bloody and violent thing, and in horror with what she saw she fled from it, running out of the tournament. Before her friends could help her understand what she saw, marching orders finally came in, and the group made it to the line. Maria and her squad patrolled the line, over and over, until they came to the attention of Shu Cangquiong, the infamous Mother of Mists of the Noble Knowledge sect. After a carefully executed trap, she drugged the squad with potent hallucinogens and then used telepathy to attempt to discern what of Maria's dao she could. Maria and the Red Place eventually broke free after confronting her own darkest secrets, and drove her out of her mind. After she and the squad were rescued, Maria at last realised what she wanted- to reach the Thirteenth Heavenstage, and forge a single pillar.
Turn 9 Fate: Maria spent her time on the Fearless Line boldly, and found herself outmatched several times. Despite her cultivation, the sheer numbers and boldness of the Blood Path cultivators overwhelmed her many times, and she found herself struggling to command as effectively as she might have liked. With this, she took a trip to the Qiguai Secret Realm. Unlucky at first, she fell into the sky-sea, nearly drowning. At the edge of the Secret Realm itself, she was hunted for months by a tribe of Spirit Fish who sought to eat her, slipping from air bubble to air bubble, and ended up taking refuge in a cave. In there she found the Clone-Splitting Competition Art (+16 Impact). Only usable by those who have two minds in one body, it splits the two personalities into one body each, both dependent on the other. When one clone is killed, the personality returns to the other body, and the clone can be remade. Only by slaying both clones within a short period of time can the user be truly slain. It has some weaknesses - when one clone is slain the other is debilitated for a period of nearly half an hour. However, when the dominant split personality allows the subordinate out, it strengthens - thus why it is called the Competition Art. The two personalities constantly contest for dominance, and the Art enables this contest. Both bodies are as powerful as the original that had been split, and a new clone can be generated in a matter of half an hour, making the user a truly fearsome and nigh-unkillable foe. With this, Maria returned to the Fearless Line, throwing 'herself' into impossible battles that should have crippled her, saving three large caravans of refugees. Unfortunately, her early use of the Art was incomplete, and she nearly died after her third split. Only the use of a treasure preserved her life, and the strain the Art had put on her body would take her decades to recover from before she could regain her full faculties.
Omake (121889 words overall total)
Turn 7 (2737 words total)
Arrival Part 1 (1628 words)
Arrival Part 2 (1109 words)
Turn 8 (24815 words total)
Belonging (1245 words)
The Mirror, Part 1 (1941 words)
The Mirror, Part 2 (5105 words)
The Mirror, Part 3 (3083 words)
The Mirror, Part 4 (2122 words)
The Mirror, Part 5 (2080 words)
The Mirror, Part 6 (1632 words)
The Mirror, Part 7 (3037 words)
Lethal Hustle: The Blitzkriegue Case (9293 words, collaboration with @Juugo , not included in wordcount)
Gravebronze (2542 words)
Wall Duty (2028 words)
Turn 9 (28732 words total)
Ending the Siege (3342 words)
Captain's Pins (779 words)
Promotion Day (990 words)
First Assignment, Part 1 (1421 words)
First Assignment, Part 2 (2277 words)
First Assignment, Part 3 (3797 words)
First Assignment, Part 4 (5836 words)
First Assignment, Part 5 (7844 words)
A Private Correspondence, Part 1 (668 words, collab with @no. )
A Private Correspondence, Part 2 (@no. 's response, not counted in wordcount.)
A Private Correspondence, Part 3 (565 words.)
Mortals (1222 words)
Turn 10 (52066 words total)
In a Yellow Wood (3037 words)
A Private Correspondence, Part 4 (@no. 's response, not counted in wordcount.)
A Private Correspondence, Part 5 (526 words.)
A Private Correspondence, Part 6 (@no. 's response, not counted in wordcount.)
Dodging Echoes, Part 1 (2584 words.)
Dodging Echoes, Part 2 (1752 words.)
Dodging Echoes, Part 3 (2845 words.)
Dodging Echoes, Part 4 (1027 words.)
Dodging Echoes, Part 5 (2015 words.)
Dodging Echoes, Part 6 (2085 words.)
Dodging Echoes, Part 7 (5103 words.)
Dodging Echoes, Part 8 (713 words.)
Seven Conversations (1173 words.)
These Boots Are Made For Knockin' (1873 words.)
Maria and the Three Masters, Part 1 (4176 words.)
Maria and the Three Masters, Part 2 (5332 words.)
Maria and the Three Masters, Part 3 (3169 words.)
Maria and the Three Masters, Part 4 (4192 words.)
Maria and the Three Masters, Part 5 (4703 words.)
Maria and the Three Masters, Part 6 (5761 words.)
Turn 11 (12820 words total)
Contribution Board: On Wrathful Cultivation (1173 words.)
Price and Balance, Part 1 (1811 words.)
Price and Balance, Part 2 (2265 words.)
Price and Balance, Part 3 (689 words.)
Price and Balance, Part 4 (1385 words.)
Price and Balance, Part 5 (2592 words.)
Price and Balance, Part 6 (2905 words.)
Epilogue (719 words.)
Last edited: