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

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Yeah, Karmic Luck isn't to be ignored, but it's mostly relevant in otherwise even matches. In the end, the only thing that really matters in these settings is how hard your fist hits.

Anyway, if I'm really lucky, we'll have stage two of chargen ready before my next shift and I can brainstorm again :)
 
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Yeah, Karmic Luck isn't to be ignored, but it's mostly relevant in otherwise even matches. In the end, the only thing that really matters in these settings is how hard your fist hits.
Ah but you forget another thing that matters,Bullshit Protagonist luck

Nearing death?an old man saves you
dying from poison?found miraculous herb that heals it
Hunted by cultivators?plunge into a river and find treasures
Crippled?found a ring with an old man inside
 
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Ah but you forget another thing that matters,Bullshit Protagonist luck

Nearing death?an old man saves you
dying from poison?found miraculous herb that heals it
Hunted by cultivators?plunge into a river and find treasures
Crippled?found a ring with an old man inside

Bear in mind this is luck for an entire sect - and negative karmic luck is much a worse impediment than positive karmic luck is a benefit.

Think of it as the heavens deciding to assist/hurt you by nudging the scales. It doesn't scheme for you, it just looks at the situation and sees if there's anything nearby it can nudge to assist you. If there's already an old man nearby, he'll probably save you. But karmic luck won't cause an old man to be there. Likewise with the treasures, or the ring. If the opportunities exist where you are, you're more likely to grasp them, but if they're not...
 
Adhoc vote count started by occipitallobe on Aug 21, 2020 at 10:10 AM, finished with 154 posts and 50 votes.

  • [X] Plan: The Lost Ones
    -[X] Clan
    -[X] Combat Formations
    -[X] Array Carving
    -[X] Demonic
    -[X] Tempering Trials (+4 pts)
    --[X] It is considered an act of great karmic virtue to bring justice on behalf of the heavens, and what greater injustice exists than the continued survival of these invaders? A coalition of so-called Righteous Sects regularly issue the Rite of Karmic Purification, in which the Clan's fortresses and businesses are laid siege, as a tide of murderers seek to slay your people to gain the blessings of Heaven for their future advancement. Preparing for these to limit the damage is a significant portion of the Clan's duties.
    -[X] Thin Qi (+4 pts)
    --[X] As though all of the other curses are not terrible enough, the very energy of Heaven and Earth is found to recede from areas held by the Clan. While the Array Engineers have labored long and hard to compensate for this with their arts, it is a persistent issue that follows your people throughout time.
    -[X] Dangerous Tribulation (+3 pts)
    --[X] The Heavens have not forgotten the trespass of your ancestors, and make sure to remind you that you will never be welcome in this realm any time one of your experts seeks to rise to power. It is said that Heavenly Tribulation is two parts killing intent to eight parts vital force. For your kin, it is the other way around.
    -[X] Enemy (+2 pts)
    --[X] The oldest and greatest foe of the Clan is the Raging Fury Sect--Demonic Cultivators of considerable power and malice. The annals of the Clan state that the Raging Fury Sect once took in a number of refugees of the Clan in the aftermath of the Great Conflict and the onset of the curse, keeping just enough alive to study their strange bloodline and refining the rest for their own sinister deeds. When their perfidy was discovered, the Ancient gathered together a full Legion and set themselves upon the Raging Fury's territory, carving a burning swath through their Sect, salting the herb fields and sacking their Dao Repository, before taking the survivors and what slaves had not already been seized and retreating home. Their foundation ruptured, the Raging Fury Sect fell to infighting and collapsed. The survivors yet plague the Clan's operations.
    -[X] Two Enemies (+3 pts)
    --[X] Even putting aside the centennial assaults, you have more… Persistent concerns. The Seven Divine Saber Palace is a formidable Sect of the Righteous Path, professing the Dao of self-reliance and overcoming all foes with a single blade. In spite of this, when the Abyssal Demon Sect assaulted the Jin Empire on one fateful year--a realm under the Saber Palace's protection. Weighing the risk of sustaining harm under the Abyssal Demon's fierce onslaught against the value of protecting a minor secular country, they chose instead to simply shrug and let the attack continue, and avenge it later when they could muster greater force. Desperate, the Jin Emperor personally rode for the court of the golden-haired demons and kowtowed before them, begging their aid. Moved by the sovereign's humility, the Clan's elders authorized an expedition, and locked horns with the Abyssal Demon Sect, killing many of them under the weight of their spears and the thunder of their cadence. In the aftermath, the Clan was recognized as the Imperial Protectors--an act that left the Seven Divine Saber Palace's face in tatters, one they never forgave. The Abyssal Demons also suffered terrible losses from the Clan's legion, and they were forced to flee the empire when the Array Engineers were successful at warding the major cities from their blood-hunters. Neither side forgave the Clan for this.
    -[X] Elemental Blood (5 pts)
    --[X] It is said in the oldest of records that the Empire your people hailed from was founded by a child of the Sun--the battles and tribulations experienced since arriving in this realm seem to have catalyzed this lineage into something mighty indeed. The hair of your people shines a radiant gold, flowing like the corona of a star when fighting a fierce battle. It is the foundational strength of your Clan in many ways, and permits your strength to endure these trials without compromise.
    -[X] Obedient (2 pts)
    --[X] Your kinsmen are drilled to cooperate from an early age, introduced to cultivation in groups and taught the importance of cooperation and teamwork even in a realm that seeks to deny such humanity from experts.
    -[X] Ally (2 pts)
    --[X] You are not entirely without friends even in a world like this. The Flood Dragon Gang are widely considered pests throughout most of the other Righteous Sects, but folk heroes to much of the Secular World. They stood for the Jin Empire's people before anybody else, and the arrival of your own Clan's soldiery prevented them from being wiped out in a futile last stand. They subsequently swore friendship with your Clan--and admittedly, having a band of wandering knights-errant to launder your goods through has been helpful for the clan's coffers, and it's just so rare to have loyal friends, you know?
    -[X] Ancestral Will (Late Nascent Soul) (3 pts)
    --[X] All the world seems to be fit to be your enemies, and it is tradition for the elders of your Clan to leave a fragment of their will behind when they pass on. Combined with the Sect Protection Formation, this is a force fit enough to discourage your many rivals from going to the knife. So long as your foundation endures, so will your legacy.
    -[X] Spirit Stone Mine (Medium) (3 pts)
    --[X] While the energies of Heaven and Earth fleeing when your people set down roots anywhere is annoying, the crystallized power deep in the earth's heart is… Less able to inconvenience you and yours. Seizing it was a problem--holding it, fortunately--is less so.
    -[X] Spiritual Treasure "Contribution Board" (2 pts)
    --[X] For all that their methods and nature qualify them as the Demonic Path, the Clan is tightly organized, issuing missions to disciples to ensure that the Clan's obligations remain upheld, while new sources of resources and material are acquired. While an entrenched observer of the Righteous Path may scoff at seeing the beasts pretend to coordinate themselves, it is a point in the Clan's pride that unlike many organizations outside the orthodoxy, virtually none of their disciples ever go mad with power and go on rampages harming the innocent.
    [X] Plan Perfected Body
    -[X] Clan
    -[X] Body Cultivation
    -[X] Physician
    -[X] Righteous
    -[X] No shinies
    [X] Plan: Though The World May Stand Against Us
    -[X] Sect
    -[X] Blood Demon (Demonic Only)
    -[X] Array Carving
    -[X] Demonic
    --[X] Advantages:
    -[X] Spirit Stone Mine (Major) -4
    -[X] Secret Realm Location (Foundation Establishment) -5
    -[X] Sect Technique Palace -5
    --[X] Disadvantages:
    -[X] Enemy +2
    -[X] Two Enemies +3
    -[X] Great Enemy +4
    -[X] Spirit Severing Enemy +5
    [X] Plan Beastmaster
    -[X] Sect
    -[X] Beast Taming
    -[X] Beast Raising
    -[X] Righteous
    -[X] Obedient
    -[X] Sect Technique Palace (Sect ONLY)
    -[X] Tempering Trials
    -[X] enemy
    -[X] Badly Injured
    [X] plan Tempered blade
    -[X] Sect
    -[X] Sword Cultivation
    -[X] Smithing
    -[X] Righteous
    -[X] Obedient
    -[X] Spiritual Treasure (Contribution Points Board)
    -[X] Sect Technique Palace (Sect ONLY)
    -[X] enemy
    -[X] Two Enemies
    -[X] Tempering Trials
    [X] Plan From Humble Beginnings
    -[X] Clan
    -[X] Body Cultivating
    -[X] Array Carving
    -[X] Righteous
    --[X] Advantages:
    -[X] Spirit Stone Mine (Lesser) -2
    -[X] Obedient -2
    --[X] Disadvantages:
    -[X] Impoverished +1
    -[X] Badly Injured +1
    -[X] Paying Tribute +3
    [X] Plan Perfected Body with shinie
    -[X] Clan
    -[X] Body Cultivation
    -[X] Physician
    -[X] Righteous
    -[X]Advantage
    --[X]Spirit Stone Mine (Minor)(-1)
    --[X]Body Rejuvenation Herb(-1)
    -[X]Disadvantage
    --[X]Enemy(+2)
    [X] Plan Pokemon
    -[X] Clan
    -[X] Beast Taming (MUST be picked if Beast Raising is picked below)
    -[X] Beast Raising (MUST be picked if Beast Taming is picked above)
    -[X] Righteous
    -[X] Obedient -2
    -[X] Elemental Bloodline (Clan ONLY) -5
    -[X] Spirit Severing Enemy +5
    -[X] Badly Injured +1
    -[X] Impoverished +1
    [X] Plan Sacred Blade
    -[X] Sect
    -[X] Sword Cultivation
    -[X] Smithing
    -[X] Righteous
    -[X] special alloy
    -[X] impoverished
    -[X] enemy
    [X] Plan: Though The World May Stand Against Us
    [X] Lost Ones
    [X] Plan Friends in High Places
    -[X] Sect
    -[X] Body Cultivation
    -[x] Pill Forging
    -[x] Advantages
    --[x] Spirit Herb Field (Medium) (-3)
    --[x] Secret Pill-Making Recipe (-3)
    --[x] Ally (Minor) (-2)
    -[x] Disadvantages
    --[x] Thin Qi (+4)
    --[x] Injured (+1)
    --[x] Paying Tribute (+3)
    -[X] Righteous
    [X] PlanMerchants of death
    -[X] Clan
    -[X] Poison Master (Demonic Only)
    -[X] Merchants
    -[X] Demonic
    -[X] Spirit Herb Field (Lesser) -2
    -[X] Body Rejuvenation Herb-1
    -[X] Obedient -2
    -[X] Spiritual Treasure (Contribution Points Board) -2
    -[X] Badly Injured +1
    -[X] Poisoned +2
    -[X] Two Enemy +3
    [X]Plan Everyone HATES Our Singing, But We Are Somehow Also REALLY Lucky
    -[X] Clan
    -[X] Demonic Tunes - A demonic tune attacks the soul directly, and can attack many at once. While tunes take some time to begin, a powerful tunist can control an entire battlefield. Of course, they are vulnerable to direct attacks, and tend to have weaker strength than other cultivators. Despite the name, Demonic Tunists are not automatically part of the Demonic Path. It is a path much looked on wiht suspicion, however.
    -[X] Soul Investigators (Can ONLY be taken if Demonic Tunes is picked above) - Investigators can search souls, find truths, and even steal secrets without others knowing. Changing or removing memories, and using their powers of soul resonance to discover secrets. In combat it offers no bonuses, and the moneymaking potential is low. However, Soul Investigators can discover great opportunities and secrets others may not be able to...
    -[X] Demonic - Demonic cultivators have no such limitations. They tend to be more powerful, but disdain co-operation, seeking only to maximise their power. They are mostly suppressed by the Righteous Path, but individually the average Demonic Clan or Sect is more powerful than their Righteous counterparts. Their lack of co-operation however means they spend as much time fighting each other as Righteous cultivators.
    -[x] Disadvantages
    --[X]Badly Injured - You have been badly injured, and will be recovering for at least fifty years. Your cultivation will slow, and you will fight as an Early Nascent Soul cultivator during that time, at best.
    --[X]Impoverished - You are very poor. While you might have assets, your stores of Spirit Stones, herbs, etc, are incredibly low.
    --[X]Thinning Bloodline (Clan ONLY) - Your bloodline is thinning, and many clan members are born without the aptitude to cultivate. For now it is not a major issue, but it gets worse with each passing generation...
    --[X]Poisoned - You have been poisoned, and cannot resolve it. While you can still cultivate, fighting for a long time reduces your lifespan rapidly. Your ability to personally defend the sect or clan is greatly weakened, and costs you a great deal.
    --[X]Enemy - One Sect or Clan hates you, and wants you destroyed. They are of average strength. Simple enough, but quite dangerous.
    --[X]Paying Tribute - You have been subjugated by a greater power, and pay a significant cost in resources each year. Until you are strong enough to shake off their reins, you will be quite poor.
    --[X]Two Enemies - As above, but two enemies rather than one. Quite dangerous, especially without allies.
    --[X]Dangerous Tribulations - The Heavens seek to punish you for some prior slight. Your tribulations are far worse than others, and your rate of passing tribulation is only half that of normal.
    --[X]Crippled - A secret that must never come out. You have been permanently injured, and will always fight at one minor realm below your cultivation. Dangerous indeed...
    --[X]Corrupt - You find it difficult to impose your will, and it is often subverted. Only force and attention can keep your people in line, which is difficult in closed-door cultivation.
    --[X]Great Enemy - A major enemy with cultivators in the Great Circle of Nascent Soul seek your death.
    --[X]Thin Qi - Your lands hold incredibly thin Qi. Cultivation speed is halved without constant use of Spirit Stones and pills.
    --[X]Tempering Trials - Your lands are used as a tempering trial by a greater clan or sect. For whatever reason, every hundred years your disciples are hunted by a greater power, as part of a competition they hold. Many good seeds are lost each time.
    --[X]Spirit Severing Enemy - An enemy seeks to destroy you, and their cultivation is in the Spirit Severing Realm. Annihilation is nearly certain without some way of protecting yourself. Thankfully, their tribulation left them badly injured, so you have two hundred years to prepare...
    --[X]Good Seed Tribute - Your finest disciples are paid in tribute to another clan or sect. You are left with only the dregs.
    --[X]Dying - You are dying, and must secretly drain the life from your disciples to survive. Their cultivation is slowed, and you are much weaker than a normal cultivator of your realm. If your disciples found out about your perfidy, your Sect or Clan would collapse...


Lost Ones has won.

Next will be clan and personal detail generation.
 
The Clan Territories
You scratch down more notes. The clan history must be preserved. You begin to scratch down information about where you're located and your territory more generally.

Firstly, where are you located?

(Note Thin Qi will apply respective penalties to your other default resources for other choices - you can't avoid Thin Qi by living in the mountains or desert)

[ ] 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. However, your defenses are weak, and soft living means individually, your disciples are fairly weak. You will primarily cultivate using Spirit Qi.

Population +++
Wealth ++
Cultivator Numbers ++
Spirit Herbs +
Defenses ---
Cultivator Combat Strength --

[ ] 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 necessity of your cultivators fighting to advance means their combat skills are well-honed. You will primarily use Beast Core Cultivation.

Defenses +++++
Cultivator Combat Strength +++
Population --
Wealth --
Cultivator Numbers -


[ ] The Organ Meat Desert.
Nearly devoid of Qi, but with many creatures and Spirit Stone mines to make up for it. You will primarily use Spirit Stone Cultivation. It is easy to hide in the desert, though difficult to build fixed defenses.

Enemy Attrition ++++
Wealth ++++
Defenses -
Population --
Cultivator Numbers --


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Secondly, how do you deal with mortals under your rule?

[ ] Kindness


Treat mortals well - no cultivator should harm a mortal without due cause, and can even face punishment for doing so. Killing an unaffiliated mortal might even see a cultivator punished. You protect your cities and farmers from disasters, even when it costs you more cultivators than it's worth. Cultivators are the swords and shields of humanity!

Population ++
Wealth --
Mortal Popularity ++

[ ] Justice


Rule wisely - you tax mortals and adjudicate for them. You protect cities, and demand fair tribute. You rule the mortals, but better than any mortal ermperor could hope to do.

Population +
Wealth -
Mortal Popularity +

[ ] Isolation


You protect the mortals where needed, and levy some taxes. For the most part, though, you aim to keep the two worlds separate.

[ ] Extraction

Mortals pay heavy taxes, and slavery is encouraged. You take the best of everything, and treat your mortals primarily as a resource. Let beast tides cull the population where needed, and only defend mortals where it is worth the cost.

Population -
Wealth +
Mortal Popularity -

[ ] Consumption (Requires Blood Demon Path)


Mortals are to be consumed. To be slain. To become part of you, something greater. Who cares for their mewling? Let them be honoured to be rungs on your ladder to immortality.

Population ---
Wealth +++
Mortal Popularity -----


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Lastly, how do you treat your subservient clans and sects in your region?

[ ] As Allies

You demand only the lightest of tributes, treat your lessers well, and come to their aid. You are popular, but these clans are more powerful - a double-edged sword. Few use such a light hand.

40% regional control at start.
- Wealth
++ Vassal Strength
++ Vassal Opinion

[ ] As Vassals


You treat them as your loyal and leal vassals. Rewarded for doing well, and punished for doing wrong.

50% regional control at start.
+ Vassal Strength
+ Vassal Opinion

[ ] As Servants


They serve you, simply put. Tools in your hands. If you require them to perform a task, they perform it. Keep them weak so they cannot rebel, and snatch much of their wealth. Friendship is good, but strength is better.

60% regional control at start.
+ Wealth
- Vassal Strength
- Vassal Opinion

[ ] As Enemies


None but you are fit to rule. Lesser sects and clans are driven out, mortals bow to you alone. Mines and herb fields and beast cores, all belong to the clan. You brook no compromise in this.

70% regional control at start.
++ Wealth
No Vassals. Instead, Rebel Factions exist and must be fought. They will persistently act against your will.
 
So, Mountain or Desert? They both look promising, but we need to consider what we value more.

The mountains mean another source of cultivation aside from our mine, it leans into our defensive capabilities, and it gives us more overall combat strength. Low Qi means things will benefit us even more on the defense. Right? At least against enemies that come from the plains.

The desert means isolation, and a punishing environment for our many enemies. It also means a good amount of wealth, not even counting our own mine. Maybe we'll be even stronger, since we can control most of the mines in and around our territory.

Really, I think part of the problem with deciding is just how impactful these stats are. Particularly for the desert. To what degree is the Enemy Attrition? How impactful is the trouble of building fixed positions, since Arrays and Formations are our bread and butter? For the mountains. Is there no attrition? It doesn't seem like it, at least not enough to matter. What kind of boost would our Arrays and Formations receive from the defense and combat bonus? Will Beast Cores be a noticeable boost, with our mine? If so, what is better? The Beast Cores and our mine, or our mine and the other mines in the desert? Maybe the mines in the desert, since we can essentially hoard those resources. That then ties back into the question about the difficulty of building fixed positions in the desert. Would the trade off be worth it?

Those are the questions that should be debated, I think. This isn't even mentioning the plains lol, though I just don't know if they mesh the best with our capabilities and mine. Nor does it address how we rule, and treat our vassals. At the very least, we need to avoid making more enemies.

That's all I've got just this second. I'll check back later today to see how the discussion is going.
 
Really, I think part of the problem with deciding is just how impactful these stats are. Particularly for the desert. To what degree is the Enemy Attrition? How impactful is the trouble of building fixed positions, since Arrays and Formations are our bread and butter? For the mountains. Is there no attrition? It doesn't seem like it, at least not enough to matter. What kind of boost would our Arrays and Formations receive from the defense and combat bonus? Will Beast Cores be a noticeable boost, with our mine? If so, what is better? The Beast Cores and our mine, or our mine and the other mines in the desert? Maybe the mines in the desert, since we can essentially hoard those resources. That then ties back into the question about the difficulty of building fixed positions in the desert. Would the trade off be worth it?

Very generally speaking, a point in one category is worth a point in another. Some are narrower - a point in defenses will beat a point in cultivator strength when defending quite handily, but unless you have a specific need for something you usually won't be unhappy in raw power terms trading a point of yours for a point of something else at random. Combat strength isn't higher realm cultivators, it's more tempered cultivators.

Bear in mind you'll be shaped by your environment - you might use arrays to hide and move quickly in the desert, defensive fortress arrays in the mountains, or Qi gathering arrays on the plains. You can expect generally speaking your clan is going to make appropriate decisions in terms of arrays and such depending on where they're located.
 
[ ] 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. However, your defenses are weak, and soft living means individually, your disciples are fairly weak. You will primarily cultivate using Spirit Qi.

Population +++
Wealth ++
Cultivator Numbers ++
Spirit Herbs +
Defenses ---
Cultivator Combat Strength --
This is quite good for our numbers,population and cultivation,I am not sure about our disciples being worse given that the plains are almost 3/4 being comprised of righteous sects that will seek to attack us,wealth and herbs will be good as well but aside from population and number it doesnt lean much into our strengths,there is also the matter that we will be surrounded by righteous Sects(or pushed into a corner)
[ ] 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 necessity of your cultivators fighting to advance means their combat skills are well-honed. You will primarily use Beast Core Cultivation.

Defenses +++++
Cultivator Combat Strength +++
Population --
Wealth --
Cultivator Numbers -
The cultivator numbers being lower is a bit of a downside but aside from that given that the mountains are the gateway to the plains from the desert(aside from sea transportation)we should get trade caravans passing through,The defenses complement us greatly already enhancing one of our features and the strength of our cultivator will be superior to that of the plains faction,we will also be able to get beast cores which we will be able toto sell or use for cultivation
[ ] The Organ Meat Desert. Nearly devoid of Qi, but with many creatures and Spirit Stone mines to make up for it. You will primarily use Spirit Stone Cultivation. It is easy to hide in the desert, though difficult to build fixed defenses.

Enemy Attrition ++++
Wealth ++++
Defenses -
Population --
Cultivator Numbers --
This is an interesting option,while making fixed defences will be hard the mineral wealth will be great and we can probably make our habitation inside the sand which will help conceal ourselves,the enemy attrition is also great and our clan members will be tougth to figth given the conditions of the desert,we can also expand towards the east
This can backfire,they will be able to keep their strength,they most likely dont have the maluses that we have and migth be able to grow stronger than us(if we dont deal with them)
I quite like this option given that we will be able to monitor,control and even cut them down to size if they grow too much(of course we will treat them fairly)
This can breed discontent and they will betray us if they have the opportunity
I am not sure this is a wise choise given the number of enemies we have thougth one more enemy in the myriad ones we have already doesnt matter
The Mortals migth grow to think that they dont need us at some point and grow greedy
This fits us a lot given our build
Not sure about this but it could work
This does not fit our background given that we saved the Jin Empire from the same exact thing
 
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The major advantage here is the cultivator numbers bonus something that we really need to leverage our advantages.
[X] Plan: Numbers
-[X] The Green Scale Plains.
-[X] Kindness
-[X] As Vassals
 
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As an aside, clan creation is going to be a zooming process. Firstly where you're located and your territory details (this vote), then more internal clan stuff like cultivation techniques/laws/history, then specific clan treasures and elders, then information about you personally.

These votes will each run for 48 hours or until there's a clear consensus. I'll extend them if things are too close, but not by much.
 
[X] The Green Scale Plains.
The major advantage here is the cultivator numbers bonus something that we really need to leverage our advantages.
[X] Kindness
[X] As Vassals
Not really the Plains are dominated by the righteous sects so we will be at a disadvantage and we will be vulnerable

Treating the mortals with kindness might make them take us for granted and they will think they don't need us

I agree with vassals thought

For me its either vassals or enemies

Choosing allies will leave us vulnerable to an attack from them if they gain ambition while the "servants" will make them seek a way out from our hegemony all the time and it will be a pain to deal with,furthermore we will have to watch them all the time to thwart schemes
 
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I doubt that treating people better makes them more likely to dislike you and again our advantages require numbers to leverage optimally therefore we need to expand our recruiting base which is done most easily from the mortals around us. Given that we want them to like us. I'd also like to contrast with the barbaric other sects that consider themselves above the mortals.
 
[X] The Hard Shell Mountains
-[X] Justice
-[X] As Vassals
 
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The whole idea of the lost ones plan was that we rejected the whole typical xianxia system being assholes and exploiting the mortals seems counter to that.
 
[X] Plan King Of the Sun
[X] The Hard Shell Mountains
[X] Extraction
[X] As Servants

We can fix The bad opinon Later But we need resources Badly Because we Have almost Nothing In resources other then The spirit Stone mine and we Cant give that to Them Because we need them to Cultivate Because we Chose Thin qi.
Uh did you read the options?
Our primary source will be Beast Core Cultivation with Spirit stones as well,exploiting the Mortals will lead to nothing and make our territories even further poor
 
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[X] 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 necessity of your cultivators fighting to advance means their combat skills are well-honed. You will primarily use Beast Core Cultivation.
[X] Justice
[X] As Enemies
 
[X] Plan They can't hit what they can't see
-[X] The Organ Meat Desert
-[X] Justice
-[X] As Vassals
 
[X] The Hard Shell Mountains

I think we definitely want the mountain start. That huge defense bonus leans into our strengths as specialists in crafting arrays and the bonus to combat strength shores up our disciples relative weakness in one on one combat as well. I think it might be our best chance at making ourselves unassailable or at least an unattractive target for our conventional enemies, while probably our best bet for creating bunkers and sanctuaries so our non-combatants have a safe place to ride out the centennial purges.

[X] Justice

Our client mountain kingdom (kingdoms?) will probably benefit from the population boost, which will give us a wider population to draw talent from. Though as a Clan rather than a Sect we might not benefit from that so much? I could be convinced to vote for something else is someone makes a good argument. I definitely don't think we have the resources or the numbers to justify Kindness.

[X] As Vassals

When war breaks out we are going to want strong, reliable and most of all expendable warriors from outside the Clan to make up the numbers. This seems the best way to get that without risking loss of control or breaking the bank.
 
Well i guess I will Change my vote Because it was counterproductive. I just dont want to Be to Kind because then People will Take Advantage Of us.
 
[X] Plan: Turtle Minor
-[X] The Organ Meat Desert.
-[X] Kindness
-[X] As Allies


Once, we were great.

But the treachery of Cultivators is ever present in the world--not content to simply accept their victory, they drove us from homeland to homeland, grand armies pressing against our settlements and ancestral lands--in the end, they only stopped in this grim desert, satisfied that the small trickles of divine energy available would keep us weak and compliant.

But we did not accept this.

We rebuilt our arrays, creating secret fortresses throughout the land. We used great magics to bring a trace of greenery to this terrible realm. Others gathered before us--outcasts and rebels, and took shelter beneath the canopy of our deeds--and we accepted this, for was it not always our ambition to forge a world of justice? Where the strong stood to foster the weak, and create a grander civilization than any that come before?

Some may scorn at us, call us weak for not seizing the lives and wealth of those in our grasp. We spit back at them, and decry their weakness, for what else can you call such behaviour? If this is realm is beyond the 'Blessings' of the Heavens, then we will turn it into a paradise, though this be a labor of generations to come.
 
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