Border fief in a duchy on the borders of the empire means there's going to be some degree of risk from the Cloud tribes, the exact degree varying depending on where precisely we're situated, how well the Wall is being guarded, and distance from support. I don't see this as being a continual or extreme threat. I see the most likely arrangement being infrequent small groups of raiders. Main thing there is a decent guard force and keeping the civs safe. Since the Ling's have exactly one cultivator, I assume we'll either be assigned or can hire our initial group of mostly Red Guards. Don't really know enough about how that bit works for new clans and new fiefs. Maybe you can put up ads announcing the creation of a new village and see what people are interested in emigrating and getting in on the ground floor? No clue.
Remember we have our stint of duty under the Cai armies. Theres good odds that we get to keep a portion of whatever troops assigned under us for our fief's use, which is good because they'd have spent ten years learning to obey us by then.
Part of a feudal lord's obligations is to provide a core of crack troops to their vassal lords getting started on a border region, though closer to the core they might simply be handed a bag of cash and told to hit the open market, on the border you can't waste the time getting militia and unblooded troops up to speed.
However, note that the Cloud Tribe raiders are most likely going to be a continual problem, in that they're going to be trespassing pretty often(nomad tribes tend to not recognize territorial claims, how can any person claim to own the earth?!), which means nervous woodsmen and small villages, which in turn means incidents waiting to happen.
As a new lord we'd need to act decisively and frequently to establish a reputation.
Spirits are obviously always a danger in the Empire. I remember in the last thread it was noted that the spirits on the Sect mountains have had a thousand years of appeasement, negotiations, and even threats to get the place relatively safe, and that wherever we settle won't have that advantage. Obvious big thing is the wards around the village and along roads. Do wonder if we can get the civs to engage in basic rituals to keep the low-key spirits happy and peaceable.
For both Spirits, and Invaders, I'm reminded of something that was brought up to LQ by GG, was that the majority of low-level cultivators (Reds and Yellows) tend to have garbage spiritual defences. And not because they're idiots, but rather because most cultivators find opening Meridians hard as heck, and so simply can't afford to slot Spiritual Defence type arts. Not when most of what the mook guards need to do requires more physical magical fist punching than defending against less common methods of attack. It just plain makes more sense to equip laser eyes when most spirit threats a guard will face will be basically tougher animals and less on the esoteric side.
But spiritual-attack type threats do defs exist, both from Spirits, and from Wind tribe shamans. And I don't want to leave the fief with shit defences when it comes to that. Wondering what the best method is there, maybe making mixed guard squads with specialists, maybe putting more resources into formations and defences situated on the fief.
Basic rituals is a given, but the problem is
starting those rituals, since the common mortals have no way to know what pleases a spirit or pisses it off. Our job there is more or less to work out said rituals, which the mortals and lower cultivators can maintain. Sometimes this working out is just talking to the spirits and bargaining for services, sometimes it involves beating up a reclaritant spirit and hashing out surrender terms, anchored by the ritual as basically renewing the peace treaty, and sometimes the ritual is to butter up or boost a lesser spirit into something that can take control after you wiped the area clean.
Spiritual defense, from what I can tell, is mainly relegated to static formations for stuff like settlements on village scale. A career Yellow specialized in Heart should also be able to act as the spiritual defense anchor for a squad of Reds, especially with a spirit beast partner to back them up...but from the setting dribbles we've seen spiritual hazards are rare enough that its usually more efficient for it to be the job of a roving patrol group of Yellows to deal with, and in the short term you have talisman makers who can produce enough limited use talismans for garrison forces to get to safety and call for help.
The original description described them as kinda Yin Woody.
Let me... ah!
So yeah, useful for something probably.
Yin Wood is the elemental combination for
Poison actually.
Useful for drugs, or actually, Second Realm poison also makes for nice specialty arrows to use on raiders.
It's going to be a bit weirder than even that, given how it has been implied that CRX is getting her own temporary fief, as well as overlordship over our fief and Gan's (or his Shenhua picked replacement). So CRX is going to be our virtual viscount...but as heir it should be pretty clear that it's a temporary role as part of preparing her to rule, etc. The nearby viscounts (and the count clan of the region) are all going to be wondering what is going to happen to that land when the Cai are done having their heir manage it. Will it be remaining in the Cai hands (CRX will have a little sibling soon) giving the nearby baron and viscounts the advantage of a back access to the Ducal clan via proximity? Will someone be gifted it (and from where will that person come from, will it be one of CRX's subordinates? Which one gets the new viscount spot? Should I try to nudge things?)? It's not even clear if the barony will stay in the Ling clan's hands long term, or if Shenhua will just go "Good job, now CRX needs support doing X, no time for management of an inconsequential border fief that's beneath you. I'll give you this pile of stones for expenses and a city later to make up for the loss."
Shenhua plays close to the chest (from what has been seen of her) so it's going to be every nearby political actor making a guess as what things will look like when the chaotic period of CRX being around ends (which in immortal terms is barely any time at all) and trying to make plays based on their gut feeling guess as to what Shenhua intends to position themselves to best take advantage long-term. It's going to be an utter mess compared to how border politics usually are, I'd think. It fits Shenhua's maximum crucible mindset, for sure.
I'd look also to Sun Liling's position for a possible idea of why.
Liling was
expected to either stay home to be groomed for Sun heir, or at least to a sect in a nearer province(that's not Thousand Lakes). Instead she was sent as physically far away from the Jungle as possible because yandere sunflower goddess.
Renxiang was
expected to be assigned to a fief near the capital(whether provincial or imperial) where she can build the connections needed to rule. Instead she was assigned to a border fief, which is the last place anyone would be expected to put a ducal heir? She'd be far away from support and civilization, she'd have to learn to build it up practically from scratch and if she does as her ideals claim, she'd likely have ironclad loyalty from said fief.
If a canny political operator is moving unexpectedly...and given all the ominous signs...it seems to me that Shenhua may expect the core to become Clusterfuck Central in the next 50 years or so.
Have we looked into just paying someone to make custom arts for us?
It'd probably be expensive, but given that we absolutely need quality art insight for our Domain which will be a bitch to change if its sub-optimal it might be worth the cost.
Thats what the old clans do.
Trying to pay someone 1-2 realms higher to spend the time to learn an art, change to specs and then teach you the new art is...expensive.
Cultivation wreckingly expensive