Lord of a Fief Quest [Xianxia/Western Fantasy Fusion, CK2-ish]

Yeah,being villain is easier to play than being slaver.


I like bulllshit luck of shounen plan but they lack the soul that is god status of cultivation.

Nightmare mode need us to be those kind of genius in xianxia novel to survive.
 
@Void Stalker

Core Mechanic for Actions
1d100 + Attribute + Skill + Other Modifiers (i.e. Power, Luck, Preparation, Planning, Corruption) + Adviser (if any, only relevant for strategic actions)

Attributes
Brawn - Brawn represents your raw muscle power. A cultivator who cultivates this is seeking to engage in melee combat with another cultivator and overpower them through sheer force of muscle. Swordsmen, Axemen, Spearmen, and other such weapon masters are the primary types who focus this attribute. They are generally best kept at a distance if one is to engage such combat monsters.

Finesse - Finesse represents your agility, your speed. It is valued by cultivators because it enables them to strike first and often. A high finesse score might even allow you to attack multiple times in comparison to a less capable opponent. It is valued by those cultivators who seek to battle multiple opponents and come out on top, even opponents of the same realm.

Constitution - Constitution represents your ability to take a beating and resist the effects of various cultivation aids as well as various poisons. A tough, cultivated body can take punishment that would pulverize a mortal and as such it is one of the important attributes to cultivate if you intend to do battle against other cultivators, either with elemental attacks or physical confrontation.

Mind - Mind represents both your will and your intellectual capability. A strong mind is a disciplined and intelligent one. This applies to most strategic actions as strategic thinking is primarily a mental exercise in estimating the various possible results.

Soul - Soul represents your ability to cultivate and absorb spirit energy. High soul allows you to cultivate faster and more efficiently than others. When you roll for cultivation, you add your Cultivation Skill combined with your Soul attribute to determine the DC you hit, the DC scales linearly with the amount of power you are attempting to obtain. (i.e. Power 100 is DC 50, Power 300 is DC 70, Power 1000 is DC 150.)

Charm - Charm represents your ability to make friends and influence people. High charm is the critical attribute for Diplomacy and having low Charm leaves you vulnerable to the influence of others. After all, you are only human and a charming person can convince you of a great many things (within reason of course).

Power - Power represents how much spirit energy you can channel into attack/defense/etc. The most straightforward use of Power is combat situations in which it applies a 10% bonus (so 200 Power = +20) to your rolls. As such there is a clear advantage to having more Power than your opponent. For practical purposes, you do not want to engage anything with more than 1 rank above the strength of your force. (i.e. They have a 10% mechanical edge)

Corruption - Corruption represents how much "dirty spirit energy" you have absorbed and it has an impact on your ability to cultivate. Corruption is applied as a negative modifier to all types of Cultivation. (i.e. 10 Corruption = -10 to Cultivation rolls) As such, it is best to keep your Corruption as low as possible to avoid choking off your ability to cultivate effectively as the higher your power, the higher the DC you will have to hit to advance.

Power Ranks
0-9 (Mortal)
10-99 (Rank 1 Cultivator)
100-199 (Rank 2 Cultivator)
200-299 (Rank 3 Cultivator)
etc.

Skills Format: Skill (Attribute): Bonus/Penalty
An example would be Cultivate (Soul): +20. The Cultivate skill represents your ability to cultivate Power as well as physical attributes such as Brawn, Finesse, and Constitution. It is bound to the Soul attribute which provides a bonus to all uses of the Cultivate skill. It is at +20 which represents your ability to Cultivate.

If you want to know more about anything in particular lmk.
 
[X] Plan Literal Cultivator

I'm always here for gardening, and I love the idea of being innocent flower guy while actually being a spymaster.
 
It looks like we are leaning heavily in one direction, so I'm going to close the vote. Hopefully have an update tonight.

Adhoc vote count started by ChaosCircle on Aug 24, 2020 at 4:42 PM, finished with 39 posts and 24 votes.

  • [X] Plan Literal Cultivator
    -[X] Alchemist (+2 Mind, +2 Soul, gain alchemy, poison, and herbalism skills)
    -[X] Pill Forging (You are unusually talented at the creation of pills.)
    -[X] Divine Luck ( You have incredible luck. Truly the mark of a protagonist but it will draw antagonists. +10 to all rolls. )
    -[x] Yang (+2 Soul, +20 Power, gain skills related to cultivation)
    --[X] Wood
    -[X] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal)
    -[X] Secret Technique (Horticulture) - You have a set of techniques for farming plants that have been mutated by spirit energy. This allows you to generate more bountiful and valuable crops than other men.
    -[X] Spy Network - You have a network of informants throughout the family holdings as well as the lands of your traditional allies and enemies. You can expect to hear important news from these areas before it becomes general knowledge and will have a chance to learn secret knowledge (including cultivation techniques, spirit treasures, and other useful things). Of course, if your spies are caught....well...that would be a problem for you politically speaking.
    -[x] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.
    -[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
    -[X] Spirit Grain Farm - Your ancestors managed to pacify a stretch of land saturated with magical energy (Spirit Density 2) and turn into a farm for spirit grain. A regular diet of spirit grain speeds cultivation, making it quite the valuable commodity. Gain +10 to Cultivation attempts as well as a decent source of revenue. Of course, your rivals envy this particular asset and would seek to take it from you.
    -[x] Spirit Herb Garden - Your ancestors managed to wall of a valuable plot of land with a Spirit Density of 3 and turn it into a garden for growing alchemical ingredients. This represents both a source of income and a source of alchemical of ingredients. It has good synergy with the Alchemy Hall but that combination would be coveted by your rivals.
    -[X] Adventurer's Guild - The reckless adventurers who hunt rare monster parts and herbs in the surrounding wilderness and sometimes raid the ancient tombs that dot the landscape, have established a base in your territory. Gain a source of adventurers willing to defend the fief from monsters and maybe even take quests on your behalf. But they'll also hang around partying and causing trouble between missions.
    -[x] Normal - You get the normal number of picks. Adventures will come your way every few years and your fief will have the usual minor troubles But pressing emergencies not of your own making will be rare and as long as you can avoid making enemies you should be able to pursue your own ambitions to your heart's content. The Civil War will happen on time unless you take action to postpone and/or stop it such as assassinating various rivals for the throne. However, you stand a good chance of being able to avoid the whole mess by staying neutral if you wish.
    [x] Swamp king
    [X]Plan: Shonen Protagonist
    -[X] Mage-Knight x2
    --[X] Sword
    -[X] Leader x1
    -[X] Divine Luck x8
    -[X] Enchanted Weapon x4
    -[X] Adventurer's Guild x4
    -[X] Nightmare (+8 picks)
    [X]Plan: Lurking in the Shadows
    -[X] Yin x2
    --[X] Darkness, Illusion
    -[X] Mage-Knight x1
    --[X] Daggers
    -[X] Politician x1
    -[X] Divine Luck x1
    -[X] Spy Network x3
    -[X] Secret Technique (Cross-Cultivation) x5
    -[X] Shroud Talisman x1
    -[X] Hidden Village x3
    -[X] Great Spirit Maze x3
    -[X] Nightmare (+8 picks)
    [X] Plan: Death has come with Scythe in hand
    -[X] Yin (+2 Mind, +20 Power, gain skills related to cultivation)
    -- [X] Death x2
    -- [X] Soul x2
    -[x] Mage-Knight (+2 Brawn, +20 Power, gain skills related to battle tactics and war strategy)
    -- [X] Scythe X2
    -[X] Enchanted Weapon - You have inherited a mid-grade enchanted weapon.
    -- [X] Scythe +40 Power and +4 to rolls that involve that weapon.
    - [X] Spy Network - You have a network of informants throughout the family holdings as well as the lands of your traditional allies and enemies. You can expect to hear important news from these areas before it becomes general knowledge and will have a chance to learn secret knowledge (including cultivation techniques, spirit treasures, and other useful things). Of course, if your spies are caught....well...that would be a problem for you politically speaking.
    - [X] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.
    -[X] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal)
    -[X] Hidden Village - A small clan of these deadly mage-assassins have served your clan for generations and their home base is located within your domain. Gives you improved espionage resources but will also draw increased attention from enemy agents. They may not know where the hidden village is but they certainly have narrowed it down to your corner of the world.
    -[X] Cultivator Sect (Minor) - You have a minor sect of cultivators within your domain. They are mostly Rank 1 (10-99 Power) with a few Rank 2 (100-199 Power) and a single Rank 3 (200-299 Power) who serves as the sect's head.
    -[X] Great Spirit Maze - Your borders are protected by a great maze that requires cultivator guides to guide people safely through the maze and into your territory proper. An excellent defense against raids and conventional armies. However, powerful cultivators (Rank 3+) will be able to find their way through it quite easily.
    -[X] Cultivation Resort - Your ancestors found a site of powerful Qi in the nearby wilderness, where mages from the Bai clan or allied clans can go to cultivate. Gain increased revenue and a Spirit Density 6 cultivation site, but you'll always have visiting cultivators poking around and causing trouble.
    -[X] Prodigious Cultivation Talent ( You 10% cultivate faster than normal.)
    -[X] Indomitable Will ( You are immune to mental assault up to your current cultivation. )
    -[X] Divine Luck ( You have incredible luck. Truly the mark of a protagonist but it will draw antagonists. +10 to all rolls. )
    -[X] Leader (+4 Charm, gain skills useful for leading your followers)
    -[X] Demon Blooded (+40 Power, +2 Corruption, creates availability of certain secret techniques, penalty to some social interactions)
    -- [X] Death
    -- [X] Life
    -[X] Secret Technique (Death Cultivation) - Technically forbidden but difficult to prove. When you personally kill someone, you can take some of their power for your own. In open battle, the yield is small but with a properly prepared ritual chamber such ritual sacrifices can yield amazing gains. That said, this technique deals Corruption damage equal to the victim's Soul so you will need to be careful in how you use it. Requires Demon Blooded.
    -[X] Nightmare - You get eight extra picks from any combination of the above lists but you will most definitely need them. The Civil War will be unavoidable, you will be drawn into it, and a period of open strife and warfare will take place far faster than you'd like. That said, troubled times also come with unique opportunities that would not otherwise be available to you and if you happen to pick Death Cultivation you might very well come out on top. Of course you might get blown away by an immortal who is out of your league before you can get there. High risk, high reward but I would strongly suggest the most broken pick combination you can come up with.
    [x] Merchant (+4 Mind, gain bartering, merchandising, and trading skills)
    [x] Great Spirit Maze - Your borders are protected by a great maze that requires cultivator guides to guide people safely through the maze and into your territory proper. An excellent defense against raids and conventional armies. However, powerful cultivators (Rank 3+) will be able to find their way through it quite easily.
    [x] Mage-Knight (+2 Brawn, +20 Power, gain skills related to battle tactics and war strategy)
    --- [x] Katar
    [x] Ranger (+2 Constitution, +20 Power, gain skills related to the wilderness and hunting spirit beasts)
    --- [x] marshlands
    [X]Plan: Cross Cultivation Powerhouse
    -[X] Yang x2
    --[X] Steel
    --[X] Lightning
    -[X] Mage-Knight x1
    --[X] Sword
    -[X] Leader x1
    -[X] Divine x2
    -[X] War Band x1
    -[X] Enchanted Weapon x1
    -[X] Secret Technique (Cross-Cultivation) x5
    -[X] Spirit Stone Mine x2
    -[X] Cultivator Sect x2
    -[X] Great Spirit Maze x2
    -[X] Nightmare (+8 picks)
    [x] Leader (+4 Charm, gain skills useful for leading your followers)
    [x] Plan Merchant
    -[x] Yang (+2 Soul, +20 Power, gain skills related to cultivation)
    --[x] earth
    -[x] Merchant (+4 Mind, gain bartering, merchandising, and trading skills)
    -[x] Steward (+2 Mind, +2 Charm, gain management and administrative skills)
    -[x] Array Crafting (You are unusually skilled at crafting Arrays)
    -[x] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.
    -[x] Wizard's Staff - You have inherited a mid-grade enchanted staff that is keyed to an element
    -[x] Healing Talisman - You have a talisman that can heal most injuries at a speed mere mortals can only dream of.
    -[x] Shroud Talisman - You have a talisman that hides you from mortals and other cultivators, it is powerful but not unlimited.
    -[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
    -[x] Beast Ranch - A ranch that breeds and trains minor spirit beasts for use as mounts, familiars, and weapons of war. While these beasts are of the first rank (i.e. Power 10-99), that is still more dangerous than your average soldier. Gain increased revenue as well as a steady supply of spirit beasts you can employ.
    -[x] Blacksmith Hall - A guild of minor magicians who serve as blacksmiths and churn out high quality arms and armor produced by them and their apprentices. You might even commission the occasional spirit treasure. This represents a decent sourve of revenue.
    -[x] Conventional Mines - Local mines that produce iron ore and coal. gain increased revenue as well as raw materials used for forging arms and armor. Gain increased revenue.
    -[x] Normal - You get the normal number of picks. Adventures will come your way every few years and your fief will have the usual minor troubles But pressing emergencies not of your own making will be rare and as long as you can avoid making enemies you should be able to pursue your own ambitions to your heart's content. The Civil War will happen on time unless you take action to postpone and/or stop it such as assassinating various rivals for the throne. However, you stand a good chance of being able to avoid the whole mess by staying neutral if you wish.
    [x] Call your Witcher
    -[x] Mage-Knight (+2 Brawn, +20 Power, gain skills related to battle tactics and war strategy)
    --- [x] Sword x2
    -[X] Alchemist (+2 Mind, +2 Soul, gain alchemy, poison, and herbalism skills)
    -[X] Indomitable Will ( You are immune to mental assault up to your current cultivation. )
    -[x] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal) x2
    -[X] Enchanted Weapon - You have inherited a mid-grade enchanted weapon.
    -[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
    -[x] Blacksmith Hall - A guild of minor magicians who serve as blacksmiths and churn out high quality arms and armor produced by them and their apprentices. You might even commission the occasional spirit treasure. This represents a decent sourve of revenue.
    -[x] Spirit Herb Garden - Your ancestors managed to wall of a valuable plot of land with a Spirit Density of 3 and turn it into a garden for growing alchemical ingredients. This represents both a source of income and a source of alchemical of ingredients. It has good synergy with the Alchemy Hall but that combination would be coveted by your rivals.
    -[X] Cultivation Resort - Your ancestors found a site of powerful Qi in the nearby wilderness, where mages from the Bai clan or allied clans can go to cultivate. Gain increased revenue and a Spirit Density 6 cultivation site, but you'll always have visiting cultivators poking around and causing trouble.
    -[X] Normal
    [x] Nightmare - You get eight extra picks from any combination of the above lists but you will most definitely need them. The Civil War will be unavoidable, you will be drawn into it, and a period of open strife and warfare will take place far faster than you'd like. That said, troubled times also come with unique opportunities that would not otherwise be available to you and if you happen to pick Death Cultivation you might very well come out on top. Of course you might get blown away by an immortal who is out of your league before you can get there. High risk, high reward but I would strongly suggest the most broken pick combination you can come up with.
    [x] Cultivator Sect (Minor) - You have a minor sect of cultivators within your domain. They are mostly Rank 1 (10-99 Power) with a few Rank 2 (100-199 Power) and a single Rank 3 (200-299 Power) who serves as the sect's head.
    [x] Steward (+2 Mind, +2 Charm, gain management and administrative skills)
    [x] Spirit Grain Farm - Your ancestors managed to pacify a stretch of land saturated with magical energy (Spirit Density 2) and turn into a farm for spirit grain. A regular diet of spirit grain speeds cultivation, making it quite the valuable commodity. Gain +10 to Cultivation attempts as well as a decent source of revenue. Of course, your rivals envy this particular asset and would seek to take it from you.
    [x] Beast Ranch - A ranch that breeds and trains minor spirit beasts for use as mounts, familiars, and weapons of war. While these beasts are of the first rank (i.e. Power 10-99), that is still more dangerous than your average soldier. Gain increased revenue as well as a steady supply of spirit beasts you can employ.x2
    [x] Yang (+2 Soul, +20 Power, gain skills related to cultivation)x2
    --- [x] water and earth
    [x] Healing Talisman - You have a talisman that can heal most injuries at a speed mere mortals can only dream of.
    [x] Secret Technique (Beast Taming) - Spirit beasts are a powerful addition to any clan's arsenal and you just happen to know how to raise and tame these beasts. It allows you to punch above your weight to a degree given you can tame beasts at an equal cultivation level to your own. That said, it is not without risk and it is quite expensive to maintain spirit beasts so one should be careful about collecting too many as they require care and attention.x2
    [x] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal)
    [x] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.x2
    [x] Talisman Crafting (You are unusually talented at the creation of talismans.
    [x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
 
Spring, 1032 - The Appointment
It was a beautiful, bright day to have lunch on the patio. The last of the winter snow had melted only a few days ago and hopefully the sunny spring day was a good omen.

Your father sat in a traditional white robe across from you while a hotpot dominated the table. The shared broth was spicy as suited both your father and your tastes. A wide array of fresh meat and vegetables were arrayed on plates between you as well. It was the sort of feast a nobleman came to expect for even the most minor meeting. It was a symbol of wealth to afford a wide array of meat and vegetables to be left out in this manner. The servants would have the leftovers, as was just and right. Their betters ate first, as it should be.

A maid poured you both hot tea while you exchanged pleasantries. The pleasantries were brief, you were family who lived under the same roof after all. You know this conversation was not about that. It had a greater purpose, as did every meeting with your father. He never spoke to his sons without a higher purpose in mind although you were sure he considered you pleasant company. There was simply too much work to be done as the clan head to enjoy the little things in life.

Your father said, "I know you've been busy preparing for your first appointment now that you are of age. The recent unpleasantness within the family has led to a shortage of competent leaders to place at important posts so, despite your youth and inexperience, we will be expanding the duties we originally had in mind for you."

You nodded. You had expected a conversation like this given the recent unrest. You replied, "I know you intended to send me to Bloodthorn valley to oversee spirit grain production. I suppose you want me to look after the herb gardens and family alchemy as well? I'm very interested in the subject and I would be happy to help the family in that way."

He shook his head and stated, "No. I'm afraid this appointment will be bigger than what we had in mind before things went south. Bloodthorn was flash point in the conflict between the various branches of the family for the headship. The lord there, a loyal ally of the family, was poisoned. We kept it secret to keep up appearances and because the man had a fearsome reputation. Unfortunately, the poison will kill him and we doubt he will last until winter. We want the transition of power to be smooth but we also want power to pass to someone we can trust. That means one of my sons.

Your brothers have already been told of their postings to various positions of a similar scale, mostly replacing disloyal families that fought us during the unpleasantness. This should be a bit easier given the fief is loyal. I did not want to overwhelm you with a difficult task so early into your life."

You stared, surprised. This was an appointment for someone three times your age. An elder of the family of prove loyalty and ability. Surely there were elders cultivating on a mountain top somewhere to take the position. Could they be refusing to help because of the bloodshed within the family? Or could they have all been in Guilin? If so, your family's position was worse than you had thought. A clan, especially a noble one, needed the backing of those elders to keep the wolves at bay. Every noble clan had a few elders focused on attempting to reach Immortality, powerful mages who could slaughter entire army divisions single handedly. If they were all gone, your father would need to find political backing before your enemies found out. They had powerful elders too and could easily wipe your clan out. It might be technically forbidden to murder your fellow nobles but a powerful cultivator could make it look like natural causes or simply disappear an inconvenient person. Then there was the duels, the traditional and honorable way for two nobles to resolve their differences. They were technically to first blood but with a powerful cultivator on one side and a mere average one on the other, "first blood" was frequently fatal.

You replied, "I understand. If that is what the family requires I will certainly do my utmost to succeed. I love alchemy and I know Bloodthorn valley is our main source of alchemical ingredients and products. I love to be involved in that kind of work."

Your father smiled and said, "Yes, my pill forging prodigy of a son, I figured it would be the post you would be happiest with. I was glad both the family's needs and your desires could come together in harmony."

It began to sink in that you would have this post for years, perhaps a lifetime, as long as the family's quotas were met. After all, once you bet on a horse there was no reason to change horses as long as it kept winning. It would be the perfect platform for your research into new pills and alchemical products. A foundation you could build the rest of your life on.

"Thank you, father. Is there any chance I can get some of the family's training materials? Bloodthorn Valley is far from the main hubs for cultivators and I would hate to fall behind in my cultivation. Alchemical products and pills are one thing but knowledge is just as vital."

Your father's cheeks turned a bit red as he replied, "I'm afraid most of the clan's reference materials have been lost. The clan elders each had copies of various scrolls and I think we will be able to assemble a decent library in time. My scribes should be able to send you something by next spring at the latest."

That was bad. The clan library was the source of a noble clan's power. It was what prepared the next generation for cultivation, for life. It also provided useful reference material for elders to consult as they tried their hand at achieving immortality. It also contained techniques to create pills, spirit treasures, and other valuable items. Valuable items whose creation was a close kept secret within the family. To lose it all with no proper backup was quite the embarrassment and also a vulnerability the family could not afford.

You simply nodded in response. There was nothing you could say or do to fix that situation. Much like you were certain there was a substantial loss of the clan's elders, this loss left your family more vulnerable than they had ever been.

The conversation and the lunch continued but your mind turned to other things. Specifically, what might be your short and long term goals now that your life had been turned upside down? You had plans to make, man. Plans!

Short Term Objectives (Pick 2)

[ ] Sneak into Toril and perform a surprise inspection on the books. If someone was skimming, you did not want to give them a chance to cover their tracks. With the Lord ill, who knows what he might have overlooked. Dying was a major distraction from one's duties.

[ ] Expand the Bloody Hand. Twenty might be enough retainers for an overseer who was second only to the fief's lord. But a lord? The usual expectation was an entire battalion. Sure, they might have ordinary soldiers already but you were never the sort to settle for ordinary.

[ ] Establish a supply of cultivation aids so you can begin cultivating right away. Pills, spirit stones, and other tools that will accelerate your cultivation. You needed to maximize the value you got for your time given you would be taking over an entire fief!

[ ] Replace the previous Lord's people with handpicked individuals you know would be loyal to you and you alone. They might be loyal to the local lord, they might be spies. You had no way to know and you were confident in your spies ability to screen people for various posts. They are less effective at vetting the people already in place given you have so few spies in Bloodthorn valley to work with.

[ ] Acquire a powerful spirit treasure, such as a saber or staff, to increase your power and make you better able to withstand challenges to your rule. Duels were a thing and your peers would be pushing 60, which means they would likely be Power 1000+ and possess at least their first elemental focus. Of course, you could just avoid giving offense but who knows what the enemies of your family might try all the same.

[ ] Fortify the borders against spirit beasts, raiders and other monsters. Sure, you had adventurers but they were unreliable sorts. You were surrounded by the Tian Shen mountain range, a wilderness that was frozen all year and contained many dangerous creatures. The Tian Shen was also the border between your people and the Orc Tribes. Orcs were known to raid through the Tian Shen in late summer when the ice had receded enough to open the mountain passes.

[ ] Acquire money. You had a need for wealth and while you might not be sure how you would spend it, it is ideal to have a reserve. Focus your efforts on income improvement projects such as raising taxes and using your secret techniques to improve spirit grain/herb production. You could always find a use for the money later.

[ ] Expand your knowledge of Alchemy. Sure, you knew basic techniques but you had the potential to create pills that were beyond the reach of other men. Your instructors had told you as much. Why not explore this potential to its fullest? After all, pills were a critical resource for cultivation and you needed to grow your powers quickly.

[ ] Write In - Write in a reasonable short term objective.

Medium Term Objectives (Pick 1)

[ ] Focus on Cultivation. You were forty years behind and you needed to catch up as quickly as possible. That meant bending the rules a bit, risking some Corruption, and acquiring as many cultivation aids as you could financially afford with the resources allotted to you for your position as Lord of Bloodthorn valley. You needed to get your own elemental focus as quickly as possible. It would be wood, of course.

[ ] Focus on Pills. You love alchemy and you want to become the best alchemist you can spare the time to be. Your spies could acquire foreign pill techniques for you to use and you could research them yourself. It was also the fastest way to cultivate given many pills were cultivation aids capable of amplifying cultivation in one or more areas.

[ ] Focus on Politics. You were a Lord now and you needed to play the part. That meant an annual appearance at the Imperial Court and damn the time and expense. It also meant networking among your peers to develop relationships you can tap later for your own benefit. Of course, you would have to do your fellow Lords favors as well.

[ ] Focus on Glory. There are orcs to slay and you know you will be able to hit them in the summer. You'll skip it this summer, you just do not have the time to prepare, but next summer...next summer you will take the fight to your traditional enemies and make them fear the name Bai. It would also put your fellow Lords on notice that you were a power to be reckoned with, not some kid who benefited from his father's nepotism.

[ ] Focus on Marriage. You need a wife so it is time to go a courting. Your family would approve of the idea and it was important to find a pliable wife early on when you were still young and you were not seen as one of those old men preying on young women. Besides, you always wanted to start a family of your own and you needed a wife for that.

[ ] Write In - Write in a reasonable medium term objective.

Please vote by plan as there are synergies (i.e. Expand your knowledge of Alchemy + Establish a supply of cultivation aids + Focus on Cultivation or Expand the Bloody Hand + Spirit Treasure + Focus on Glory)

This governs what options will be presented to you in the early game as you can only focus on a few things at a time if you want to be effective. Short term goals are things you can accomplish this season even with the time wasted on travel and setting up your new domain, Medium term goals may take a year or more to accomplish.
 
[X] Plan: Catching up
-[X] Establish a supply of cultivation aids so you can begin cultivating right away. Pills, spirit stones, and other tools that will accelerate your cultivation. You needed to maximize the value you got for your time given you would be taking over an entire fief!
-[X] Expand your knowledge of Alchemy. Sure, you knew basic techniques but you had the potential to create pills that were beyond the reach of other men. Your instructors had told you as much. Why not explore this potential to its fullest? After all, pills were a critical resource for cultivation and you needed to grow your powers quickly.
-[X] Focus on Cultivation. You were forty years behind and you needed to catch up as quickly as possible. That meant bending the rules a bit, risking some Corruption, and acquiring as many cultivation aids as you could financially afford with the resources allotted to you for your position as Lord of Bloodthorn valley. You needed to get your own elemental focus as quickly as possible. It would be wood, of course.
also ChaosCircle question what did you think of the plans
 
[X] Surpise inspection
-[X] Sneak into Toril and perform a surprise inspection on the books. If someone was skimming, you did not want to give them a chance to cover their tracks. With the Lord ill, who knows what he might have overlooked. Dying was a major distraction from one's duties.
-[X] Expand your knowledge of Alchemy. Sure, you knew basic techniques but you had the potential to create pills that were beyond the reach of other men. Your instructors had told you as much. Why not explore this potential to its fullest? After all, pills were a critical resource for cultivation and you needed to grow your powers quickly.
-[X] Focus on Cultivation. You were forty years behind and you needed to catch up as quickly as possible. That meant bending the rules a bit, risking some Corruption, and acquiring as many cultivation aids as you could financially afford with the resources allotted to you for your position as Lord of Bloodthorn valley. You needed to get your own elemental focus as quickly as possible. It would be wood, of course.
 
[X] Plan Stabilized Foundation
-[X] Sneak into Toril and perform a surprise inspection on the books. If someone was skimming, you did not want to give them a chance to cover their tracks. With the Lord ill, who knows what he might have overlooked. Dying was a major distraction from one's duties.
-[X] Replace the previous Lord's people with handpicked individuals you know would be loyal to you and you alone. They might be loyal to the local lord, they might be spies. You had no way to know and you were confident in your spies ability to screen people for various posts. They are less effective at vetting the people already in place given you have so few spies in Bloodthorn valley to work with.
-[X] Focus on Surveying. You are a newly appointed Lord; without the necessary preparation and background you will almost certainly make a mistake in the future. Take a tour around your new fief to familiarize yourself with the locals and get a feel for how the previous Lord's administration worked so that you'll have better understanding on how to run yours. (E.g. Scout potential sites or natural resources for future development; observe whether the ecosystem of fauna & flora is balanced; understand which issues plaguing the fief to prioritize, establish a relationship with the Adventurers, locate which areas require fortification, read about the history of the land, etc.)

So here's my plan, before we start doing any future planning, we NEED to get an intimate understanding of our fief or we'll inevitably miss things in the future. My write-in Medium Goal has us doing just that.

I don't like the Political option because we're still a minor individual with no clout to start playing Intrigue when we're out of our league.

Marriage is too early at the start when we have no achievements to our name, we should postpone that until we're stable before bringing new variables and responsibilities into our life, namely a family.

Focus on Cultivation or Pills? We are a Noble with responsibility first; Hermit/Alchemist second. Yes, personal power is very important in this setting, but without learning how to apply that makes it as useful as a blunt hammer, relying solely on our Combat Prowess or Pill Research, and people will take advantage of that.

EDIT:
Is this a reasonable Medium-term goal @ChaosCircle? Not sure if it's something that takes long enough for a year.

EDIT2:
Added examples to the Medium-term Objective, in brackets.
 
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The risk of corruption makes me nervous I would rather avoid that

[X] Sneaky Alchemy
-[X] Sneak into Toril and perform a surprise inspection on the books. If someone was skimming, you did not want to give them a chance to cover their tracks. With the Lord ill, who knows what he might have overlooked. Dying was a major distraction from one's duties.
-[X] Expand your knowledge of Alchemy. Sure, you knew basic techniques but you had the potential to create pills that were beyond the reach of other men. Your instructors had told you as much. Why not explore this potential to its fullest? After all, pills were a critical resource for cultivation and you needed to grow your powers quickly.
-[X] Focus on Pills. You love alchemy and you want to become the best alchemist you can spare the time to be. Your spies could acquire foreign pill techniques for you to use and you could research them yourself. It was also the fastest way to cultivate given many pills were cultivation aids capable of amplifying cultivation in one or more areas.
 
[X] Plan Safe Base
-[X] Sneak into Toril and perform a surprise inspection on the books. If someone was skimming, you did not want to give them a chance to cover their tracks. With the Lord ill, who knows what he might have overlooked. Dying was a major distraction from one's duties.
-[X] Fortify the borders against spirit beasts, raiders and other monsters. Sure, you had adventurers but they were unreliable sorts. You were surrounded by the Tian Shen mountain range, a wilderness that was frozen all year and contained many dangerous creatures. The Tian Shen was also the border between your people and the Orc Tribes. Orcs were known to raid through the Tian Shen in late summer when the ice had receded enough to open the mountain passes.
-[X] Focus on Pills. You love alchemy and you want to become the best alchemist you can spare the time to be. Your spies could acquire foreign pill techniques for you to use and you could research them yourself. It was also the fastest way to cultivate given many pills were cultivation aids capable of amplifying cultivation in one or more areas.

Here is my plan. It is a good idea to look at the books before they can be cooked too much (and to get a good idea of the potential sources of corruption or inefficiency in our new fief).

I chose to fortify the borders because it is currently Spring, and according to the description, Orcs can raid in late summer- so we probably want to secure the border before then to minimize the damage to our crops.

Focusing on pills since alchemy is our strength, power is important in this setting, and cultivating can improve our mind and spirit. Which may affect our abilities in being a better governor. Basically, we always want to be developing even as we improve our land- and we are already behind others.
 
In terms of Medium-term Objectives:
I will note that for all the benefits higher Cultivation and Pills provide us, whether that's becoming Stronger or Smarter (for better Governance), it prioritizes the individual over the newly granted fief we don't fully control yet.

It's putting the cart before the horse - being better at your job doesn't give any result if we don't actually invest time into doing that job first.

Researching pills or catching up on our Cultivation helps but is adjacent to actually securing our lands directly, in the early phase where we haven't set up a trusted system of delegation.

For Short-term Objectives:
I'm fine with switching out 'Surprise Inspection on Books' to 'Fortify the Borders' since that still synergizes with the Medium-term plan of Securing our Lands.
 
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