Hmmph... this junior is a good seed [Cultivation Management Quest]

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New Good Seed and Omake Rule Updates
Good Seed and Omake Spreadsheet Rules:

Firstly, if you have questions about Good Seeds and the like please read here. If that doesn't answer your question please ping me in thread, or on Discord.

If you write a new Good Seed, or write an omake, please update the spreadsheet if you have access.

If you do not have access, please ping a collaborator (Swordomatic, Alectai, Quest, TehChron, Insane-Not-Crazy, Humbaba, ReaderOfFate, Kaboomatic, no., BungieONI) letting them know what you want and they will update the spreadsheet here. To gain access, you will need a gmail account of some kind. Throwaway emails are fine (I'm using one for the spreadsheet), but to gain access it's as simple as sending me either your email via PM, via DM in Discord, or just in Discord's #spreadsheet-requests channel.

This is mandatory. If a Good Seed does not record their omake by pinging collabs (or just requesting access and editing things themselves - this is the preferred option), I won't give out awards. If a new Good Seed is not recorded here, they won't advance. By doing this it makes the whole thing manageable for me - it's gotten pretty unwieldy!

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Omake Writer Instructions:

There are four fields you need to fill out.

Omake Link, which is just a link to your first omake for the turn. This makes it easier for me to read them as I do the update - without this it's tough to know off the bat which omake were written this turn, and to properly

Requested Bonus, which is your requested bonus for your omake. You can leave it up to me if you like. You can see more info in the Good Seed infopost here.

Cultivation Aims. For those following unorthodox paths - higher than 9th Heavenstage or later than 7th Dao Pillar paths. Please put in what you are aiming for before you break through. I have left it as 'default'. If you do not edit it, I'll go with that.

Turn Notes - Do you want to do something specific? Enter a Secret Realm? Help the Clan out in some way? If you have something specific you want to accomplish on this turn, put it in turn notes so I can adjust your Fate around it.

All other fields are for QM use to record character information to properly run the flow of the game.
 
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Virtuous Flipper Region Map
Virtuous Flipper Region

Red denotes a Demonic Sect or Clan. Blue denotes a Righteous one.

Green is the territory of Turtlebone Mountain, a terrifying place where no Sect or Clan can even think of setting up.

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Looking at the below.

You'll see there are Sixteen Sects and Eight Clans, as well as Sixteen Righteous Factions and Eight Demonic ones. This pretty-well reflects the power balance between each 'side' as it were (though Clans and Sects aren't in direct competition). Each power on the map is the primary power within its region - no Sect or Clan controls 100% of its region. It generally varies from 5-10% of the land and population directly, 25-35% of the cultivation resources directly, and overall your average power controls 50-60% of the population and resources indirectly (many sects have smaller sects they select the best disciples from, for instance - this is indirect control of cultivation resources as you're getting the results of those resources). Some powers, sects, etc, are independent from the largest power in the region, or supported by other sects or clans, or... it goes on. But the dominant power in each region is displayed on the map.

The three areas in the Virtuous Flipper Region are

The Green Scale Plains. The sea is the best source of cultivation energy, and the Green Scale Plains absorb energy from the sea readily. Plains powers tend to have better Qi access, better herbs and farms, and far, far more people per li squared.

The Hard Shell Mountains. Incredibly defensible, but also incredibly dangerous. Low energy, but one can make up for that by hunting and refining Spiritual Beasts that thrive in the mountains.

The Organ Meat Desert. Nearly devoid of Qi, but with many creatures and Spirit Stone mines to make up for it.
 
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One more tiny information snippet before I log off for the night.

The Rule of Five is simple. First plus five and ten, then plus five times ten, then times five evermore, and so on.

What does it mean? A mortal might live a good sixty years. A Qi Condensation cultivator at the peak of Qi Condensation can live seventy-five. A Foundation Establishment cultivator can live to around 120. A Core Formation cultivator can live to around 600, and a Nascent Soul cultivator can live to around 3,000 years of age. Roughly speaking, a cultivator's lifespan increases by a factor of five when they step into a new great realm.

There are ways to stretch that out, as well - sleeping a lot, stealing lifespan from other cultivators, using heavenly treasures and pills, and so on. These all combined cannot give you immortality, but the rule of Five sets a hard limit. Spirit Severing cultivators can live for 15,000 years, but no matter what heavenly treasures or opportunities they find, the absolute limit of the lifespan of a Nascent Soul cultivator is 15,000 years.

Heaven is fair, but will not allow you to exceed the limits of those above you.
 
Is there any measurable difference in the Qi concentration of the Screaming Devil Bee spot compared to the other mountain areas from being so close to the ocean?
 
Why are we picking the ones that make us injured that would make it super hard to fight and cultivate.
 
Is there any measurable difference in the Qi concentration of the Screaming Devil Bee spot compared to the other mountain areas from being so close to the ocean?

Yes, but unfortunately the Hard Shell mountains and more Qi gives rise to terribly dangerous beasts so it's difficult to cultivate there. Fortunately for the Sect, that high Qi concentration gave rise to the Devil Bees.
 
Well yes but a elder fights when the other sect people cant handle it and the doctor plan makes everyone crap at fighting so if someone trys to takeover or destroy the sect it will be easy as pie.
 
Because the bonuses are worth it
Also
This isn't a cultivation fight stuff quest
This is a cultivation sect/clan management quest
We don't really need our body to be in top form

Injury is less dangerous (and worth less points) because you recover from it. But as a Nascent Soul elder you spend ~99% of your time in closed door cultivation. You give direction to the sect in broad terms, but just as importantly you are the ultimate reserve power for your Sect or Clan. If people find out you can't fight, they'll bully your disciples, steal from them, and if they think you're weak enough you're at risk of being overthrown or dominated, losing a lot of your cultivation resources and power. Being one small realm above another Nascent Soul cultivator usually means they need to ally with 2-3 other cultivators of their realm to have a hope of fighting you. Being powerful covereth a multitude of sins.

would that be a good thing for a blood demon sect that loves devouring strong beasts?

Both good and bad. Incredibly strong and aggressive spirit beasts are an opportunity, but also a tremendous risk. Preying on mortals is easier and more reliable. That being said, outside of the plains powers need to use other methods than spiritual Qi to cultivate. For mountain clans and sects, that's beast cores. For desert sects, it's spirit stone mines.
 
Well yes but a elder fights when the other sect people cant handle it and the doctor plan makes everyone crap at fighting so if someone trys to takeover or destroy the sect it will be easy as pie.

Sorry, missed this one in my last post. Plan Doctor is middling power - but what you lose in raw power compared to a Smithing clan you can make up in connections. It's a very diplomatic specialty, which also matters. Obviously if you're not a Nascent Soul cultivator at all it doesn't help, but a Nascent Soul cultivator in the middle realm versus one in the late realm is harder to attack if the late realm guy knows the doctor has five or six buddies in the Nascent Soul realm.

Personal power is better, of course, but it's not the be-all and end-all.
 
Both good and bad. Incredibly strong and aggressive spirit beasts are an opportunity, but also a tremendous risk. Preying on mortals is easier and more reliable. That being said, outside of the plains powers need to use other methods than spiritual Qi to cultivate. For mountain clans and sects, that's beast cores. For desert sects, it's spirit stone mines.
So a mountain sect with access to both high level cores and a big ass spirit stone mine would be very well positioned indeed.:drevil:

I know where I want us to set up base!
 
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I know that, It's just I dont like diplomacy routes in quests or games because unlike personal power you can always fall back on, The problem with the connections route is they could just decide not to help you and you would be screwed. In xianxia terms. ''You never put your fate in someone else's hands".
 
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The good news is that injury is temporary. If paired with a decent defense (say the Spirit Maze in my plan) it should be a relatively safe gamble to ride out.
 
Plan Difficulties Pt 1
For those voting, in terms of gameplay difficulty.

Though The World May Stand Against Us - Divine Suicide Technique? Insane? Ultradoom?

This option is basically 'go evil hard, kill, murder, raise disciples, hope you find ways to counter your enemies because if you don't you're dead'. You need to be constantly on the attack, throwing off enemy sects, infiltrating them, hiring assassins to slow down your Spirit Severing enemy, and so on. If you fail to keep your enemies constantly off-balance they'll congregate and murder you in one swift turn. Your growth potential is insane, but you have 200 years to deal with 3 enemies of equivalent strength and 1 of greater strength than you before you're doomed. This is not as much as it sounds. If you survive you'll be a dominant force in the region.

I absolutely must stress the if. I will not be making this easy on the players. Failure isn't guaranteed, but I'd definitely say it's the more likely option.

Pokemon - Legendary.

A Spirit Severing Enemy is incredibly tough. You start badly injured and poor, but you have 200 years before your doom is upon you, and you can spend it building up. Who knows, with your powerful bloodline and clan beasts you might turn this around. Maybe. But survival and victory means power.

Drug Dealers - Very High.

Drug Dealers is difficult because you're weak and have two enemies. In real terms, though, your Great Spirit Maze makes you impossible to effectively wipe out, and while you can be robbed, your Nascent Soul enemies can't hang around forever. Having a fortress makes your crippling far less of an issue. Attacking enemies, though? Pretty much right out. You are permanently weaker, and while your defense is great, no defense is perfect.

From Humble Beginnings - High

From Humble Beginnings is difficult. Body cultivation is expensive, and you are poor and paying tribute. You're badly injured, but this isn't as bad as it sounds - you'll be protected while paying tribute to a certain degree. But wealth is power, and if your clan falls too much, you'll decline rapidly and fall into nothingness. The struggle is to try and escape the noose around your neck. You have karmic luck, though, which should help.

Sacred Blade - Medium

You start with no money and an enemy, which is bad. But sword cultivators are strong in combat and your entire deal is 'strong in combat stuff'. You're not personally injured so you can take care of the clan, and once you're back on your feet you'll be fine. A single specialty, but you're good at it.

Perfected Body - Easy

You might not rule the world, but your chances of being destroyed are minimal. Kick back, make friends, and use your spiritual Qi to cure cancer. You can fuck this up, but you'd have to choose to do so.

How are tribulations triggered?

Breaking through to a new major realm for the most part. Minor realms don't annoy heaven as much (no lifespan increases) so you don't get punishment for going against the will of heaven and trying to seize immortality.
 
Though The World May Stand Against Us - Divine Suicide Technique? Insane? Ultradoom?

This option is basically 'go evil hard, kill, murder, raise disciples, hope you find ways to counter your enemies because if you don't you're dead'. You need to be constantly on the attack, throwing off enemy sects, infiltrating them, hiring assassins to slow down your Spirit Severing enemy, and so on. If you fail to keep your enemies constantly off-balance they'll congregate and murder you in one swift turn. Your growth potential is insane, but you have 200 years to deal with 3 enemies of equivalent strength and 1 of greater strength than you before you're doomed. This is not as much as it sounds. If you survive you'll be a dominant force in the region.

I absolutely must stress the if. I will not be making this easy on the players. Failure isn't guaranteed, but I'd definitely say it's the more likely option.
 
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Oof. Higher difficulty than expected, was thinking the pill focus would overcome the Thin Qi more. Time to go back to the drawing board.

Edit: Or I guess crippling is the major problem here.
 
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[X] Plan Perfected Body

It's always "train hard, fight harder, cultivate hardest" in Xianxia stories.
How about saying no to that, for once?
Kick back in your spirit hot springs, drink some infused root beer, and read about latest business trends in the health sector.
 
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