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.

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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.

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All other fields are for QM use to record character information to properly run the flow of the game.
 
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[X] The Moment of Despair
[X] To Surmount the Greatest Peak

Been swayed to go big or go home, regaining Turtlebone is worth it and I've been convinced we've got a good chance for achieving it.
 
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[X] The Moment of Despair
[X] To Surmount the Greatest Peak

These unlock options, rather than immediately activating them, so we wouldn't have the tower suddenly activate and us having to rush for it like it's a gold rush. No, we clear out the Blacksmiths first and then activate the tower.

The Key... is really really cool, and I actually would be really curious to learn if Manuel could finagle it into an Elder Scrolls-esque Skeleton Key of Nocturnal, and get up to Cool Rogue Shenanigans with it. But, it presumably makes it cheaper and easier to unlock Legacies; making it so that we wouldn't have to pay huge amounts of Spirit Stones. But "To Surmount the Greatest Peak" presumably activates a World Wonder or a Super-project; something that would cost tons of time or money to do instead, and which would have commensurate effects, as opposed to the Legacies which are probably cool artifacts or LSTs or utility or etc.

Another possibility is that the reason the Whispers told of the middle option is that... perhaps Altar Lord is planning to assassinate the Righteous Blacksmith? Perhaps that was what was being hinted at here; that, the low-probability scenario was that the Mountain Blacksmiths get wiped out as a faction, and the Golden Devils can move in. And the reason the low-probability scenario is potentially possible, is because Altar Lord is intending to gank the remaining Righteous Blacksmith Nascent.

... Probably a bit too wishful thinking, but hey.
 
[X] The Moment of Despair
[X] The Key of Many Locks


We voted against cooperating with Blood Path, we should definitely avoid being subverted by it.
 
[X] The Beginning
[X] The Key of Many Locks


Look, I'm sympathetic to Chron's ambition here, but the simple fact of the matter is that we're already sharply overextended, and being able to secure more territory is meaningless if we can't hold it. If this is a universal opening of the Tower, then that's the kind of thing that would be worth standing their ground on, and a fancy trick to ensure someone else is holding the bag doesn't help us if they just enter the opened and active tower and lock us out, empowering themselves at our expense.

We literally just seized the Jingshen territories! It's going to be the work of another century to fully consolidate our control of it, and I'll admit I'm concerned about what happens here--because us pulling a fast-one on the Blacksmiths is something a lot of powers are expecting at the moment, and I don't want to assume our enemies will just let us hold the initiative forever. After all, we just had a major Blood Path invigoration in the Mists, and the Blood Oak Sect is right there, and has remained eerily quiet.

This is the time to consolidate, not to commit to further adventurism on the cusp of a new Trial. Seizing the lesser Legacies cheaply lets us stack considerable additional strength on top of what we have--just getting Kleisthenes suitable panoply for instance will help reduce the risk of her dying in the dangerous Early Nascent Period, and insure she's not excessively weak when she reaches Mid Nascent. And that's probably only one of several options--what if we get the secrets of forging certain alloys out? What if we recover some ancient siege weapons or vessels?

And even beyond that, if this is as I speculated, a form of 'Universal Lockpick', that's also a permanent enhancement to Manuel's ability to be a shifty rogue asshole, which is still his best application.
 
[X] The Moment of Despair

[X] The Key of Many Locks

Like the WMD potential of Spite too but that one isn't very close to winning so *shrug* I'll just go with the other one I like.
 
I'm not super up to date on what everyone is saying, but I'm gonna pre-empt the turn discussion by saying that my opinions on turn 14 have not changed: we should spend absolutely nothing, and do three wealth actions. We are currently in a period where the most important thing to do is build up strength. The next Trial is the only thing standing in the way of a continual buildup of force. Fixing the Technique Palace on turn 15 will cut down on our Foundation-level losses, ensuring we continue to gain Elders at a steady rate. We should also, unless the wealth actions don't roll well, have enough left over to purchase a one-time defense or two as well.

The kind of strength that the Technique Palace represents is the sort of strength that wins wars in the end. Standardization. Mass production. Not making the most powerful tank of all time, but making a tank that's moderately powerful, unlikely to break down in the field and cheap enough to make by the thousands. We are so close to grasping a major, substantial advantage that will stick with us forever, all we need to do is have self-control in the meantime.
 
[ ] The Key of Many Locks

If, as people theorise, it's giving us acces to legacies, it just seem too good to pass up. It just synergises amazingly well with this turn's plan. It pretty much would mean that we don't have to spend resources to open up all of the legacies we get access to in exchange for our help at no cost (or perhaps the cost of a Manuel action).

That's probably quite a big buff, at very little risk. An amazing opportunity to possibly help us consolidate and prepare for the trials.
 
Hm, I wonder... the boons are lesser this time because The Shadow is being suppressed by the Great Era. Does that mean it's income is being cut down, or just that Heaven is effectively on a hair trigger and it can't actually interfere much? The option text leads me to suspect the latter.

That makes me wonder if getting to 5 million Omake words would get the Shadow more active in general even if our boons are weaker compared to what we'd get from prior and later on. The last few times, it sank back into inactivity after handing out boons, but not this time. Is that something that would've happened either way, or is it linked to the Great Era truncating it's spending?

I've been getting the impression that Omakes empowering The Shadow has an in-universe parallel, tied to the Golden Devils, and it's effectively been spending all it's income trying to improve it's income, but now it can't, and it specifically complains about this in part because it doesn't have enough to fix up it's own infrastructure, meaning that a lot if excess power is sitting there uselessly. Would it build up to something if we got a couple more Shadow boon rounds?
 
Hm, I wonder... the boons are lesser this time because The Shadow is being suppressed by the Great Era.
these ones are significant in other ways, by open options, and even restricting our enemies.
And since NS combat is not only how hard you hit but also how and when you hit. well this chance stuff^^.

Plus the 'shadow's drop' themselves could have some effect, since last time they made our Old monster fell most full with that absurd amount of power.

Still I think the idea of shadow's boons continue to be the same in getting larger and larger.

Plus now said shadow is getting more active and investing even more on our NS. which is great :D
 
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