Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
I should once again like to stand up for Garden of Mists

I want to talk about Liminal Carver, Ling Qi's formation Trait:

As we (the players) move towards managing territory rather than the relationships with individuals, we need to start thinking about what Ling Qi can provide beyond just a stick to hit things with. For example Zhengui can help with harvests and the growth of various plants, as well as start taking command of the local spirit ecosystem. Hanyi's idol work will be helping by providing Ling Qi contacts and managing the local spirit ecosystem (incidently, based on current trends, Hanyi is essentially going to be patron of local priestesses since the whole negotiate with local spirits for protection is essentially what she's doing), but currently Ling Qi doesn't have much, and while there's nothing wrong with being a warrior, Ling Qi isn't really set up that well for teaching (since the change in system removed the benefits from teaching music she got from Songseeker Ceremony) like Gan is.

That's where Liminal Carver comes in, and not to put to fine a point on it, this formation specialty is kind of crazy in terms of civic engineering. Every culture I've ever heard stories from (which, granted, is not many) have ascribed some power to thresholds, and those stories are why I think this trait is as important as things like Winter's Heart or Dreamwalker. The Bible story of Exodus for example had markings on the threshold of every home act as an IFF for a biblical plague; imagine if a Violet Ling Qi could throw out her strongest attacks in her own city and hit none of her citizens. That's probably a little extreme and would probably require very advanced formationcraft that is very expensive, but I feel the point stands. On a less extravagant note, many cultures have charms that are buried under the threshold provide protection for the family that lives inside. Liminal Carver should logically be able to do the same thing, providing more benefits than just a nebulous "protection". And this is all just one part of the trait, there are also a lot of doorways and borders within cities, and estates, and buildings. A hospital benefits from being segmented in a way that this trait could take a ton of advantage of, surgeries need a specific kind of environment to maximize the chance of the patient surviving the operation, recovery rooms want a specific kind of environment to encourage both mental and physical recovery, and even lobbies could benefit.

I could spend another thousand words just explaining how this trait could improve a city, but that would more than belabor the point, Liminal Carver provides Ling Qi a concrete way to improve the world in some small way, be it something impossibly grand like a hospital that can treat any condition or illness, or something as mundane as a park where people can relax and destress. That alone means it needs to, at least, be something the thread invests in regularly, even if not every turn.

I'm sorry to use your words @Zeful but I find them very convincing... 😅

Garden of Mists: You keep no hearth, but you do tend the garden. Kin and clan, parents and siblings, dreams of the future and trials of now. You have come to know the ways of boundaries and stories, told to keep back the night. You protect your own. Alter the WInter Hearth resounding Art, replacing the Fire Keyword with Dream and Music with Formations. Advances Community and Cycles Project by 1. Advances Liminal Carver by 1. (0/5)
 
Not sure about other people's priorities, but that's one of my highest. After we bring on the Meng geomancy expert to our projects, that is. They're basically perfectly made for each other subjects. Having a true professional in the background opens up a lot of doors, and it preserves time and narrative space that would otherwise be spent futzing around for deeper conceptual exploration and character moments.

We are super busy with all sorts of priorities in the next handful of months. One of the huge advantages with the geomancer's service to us is it lets us not worry about Liminal Carver/Zhengui stuff slipping through our fingers. We can confidently fix it in place further down our timeline, and simply not worry about it for right now. Because it's not the kind of story arc that requires a lot of pieces put in place beforehand.
 
My current top priority is finishing the survey. Anything else is second to that.

Hm, I don't agree with that. We have a lot of time to finish the survey.

Exploring locations will now advance you toward reward thresholds based on your roll on the d100 with modifiers. When you reach the maximum reward threshold the site is fully explored.

I don't see a reason why we should rush this as our number one priority. Yea it's nice and we get to know that land. But as long as we don't have our home there we can't feasibly interact with all the stuff available.
On top of all the stuff on our list remember that there is a military campaign coming up and I fear that little class trip into the wall will take more than one week and will severely limit what we can do for personal actions and even cultivation actions in the effected turn (or even turns).

In the next turn the Survey will likely compete with Hostess Lessons and Long hand of the Law as professional actions + whatever new actions we managed to pick up along the way.

My only hope for the next vote is that we actually managed to bring some of our plotlines to a nice finish. Otherwise we are gonna drown in options.
 
I'm not sure we need to hurry long hand of the law, though I guess finishing a quest chain will be satisfying. Hostess lessons and paying respects feel more urgent, since we can't do it out of the sect (unless there is a reason we can't do long hand when we're not in the sect anymore, ofc)

As for arts that we want to develop because they'll combo well with the fief, Garden of Mists from winter hearth resounding and raising the Bastion from melody of the spirit seeker are definitely on top of the to-do list... after FSS+, and probably a few isolation projects so we can trigger that dream tribulation. According to the spreadsheets maniacs over on the discord, we'll have to take the grinning project to breakthrough in body and spiritual next turn, so that's something to consider too
 
Last edited:
I'd rather finish long arm of the law asap because it feels in character to do so, both for revenge (and justice, i guess, for those who like that sort of thing), and to make sure there will be no trouble from that corner again.
 
I'm not sure we need to hurry long hand of the law, though I guess finishing a quest chain will be satisfying. Hostess lessons and paying respects feel more urgent, since we can't do it out of the sect (unless there is a reason we can't do long hand when we're not in the sect anymore, ofc)

My priority for long hand of the law is because Diao Hualing said that we would have "some weeks" to take action here.

"Granting temporary arrest power to a contracted agent requires some paperwork, but is hardly too unusual," Diao Hualing shrugged.

"Done then," Ling Qi said. A bit of a chase would be good for honing her skills. "How long do I have?"

Long Arm of the Law Quest advanced. Action unlocked.

"Some weeks, well after your auction at least," Diao Hualing replied.
 
This is liable to change on we get the actual choices, but right now my picks are:
-Grinning: So we can get to both Spiritual amd Phisical Framing. That's important. We would also complete the 3 first moons actions from Songseeker. Moon Flute quest unlocked?
Phantasmal Mastery: Yrsiyall has hinted a lot about the applications of this one. It would be a great battle boost. Let's indulge him.
I also love the idea of including constructs in FSS+. Like the child mist that took Renxiang's hand back when we completed our domain weapon (my favourite fanart of the quest, btw).
Raising the Bastion: for the reasons explained in my previous post.
Now, I know this will be the most contested one. A lot of good picks.

That's it for arts. For Personal Actions I'm pretty convinced most would want Li Suyin's action now that it has been improved. We have a gift to deliver!

I wouldn't worry about the fief survey action. That's bound to be a locked action unless something serious (war) happens. Maybe we can choose between exploring more or developing (event) what we already have.

I'm also pretty sure Long Arm is time sensitive. It would be really weird for Diao Hualing to call, saying they have already identified the culprit, and for us to go:
"Well, yeah, but I'm kind of busy with my friends right now. Can't we wait a couple months until I have more free time?"

Beyond that, everything is more open, because we don't have the locked Auction anymore.
Maybe Meizhen's Dad's Gift (2 of 3)? It has already helped us a lot, and if we want the completion rewards we have to keep investing actions on it.

This turn vote will be more complex that the previous one. Maybe we should have separate Cultivation and Personal/Professional plans?
 
Last edited:
Not sure about other people's priorities, but that's one of my highest. After we bring on the Meng geomancy expert to our projects, that is. They're basically perfectly made for each other subjects. Having a true professional in the background opens up a lot of doors, and it preserves time and narrative space that would otherwise be spent futzing around for deeper conceptual exploration and character moments.

We are super busy with all sorts of priorities in the next handful of months. One of the huge advantages with the geomancer's service to us is it lets us not worry about Liminal Carver/Zhengui stuff slipping through our fingers. We can confidently fix it in place further down our timeline, and simply not worry about it for right now. Because it's not the kind of story arc that requires a lot of pieces put in place beforehand.
This tbh, I really want Liminal Carver, but it makes SO much more sense to do it at the Fief after some setup has been completed and we have some relevant expertise at our disposal.
 
Oh! Great!! Then there is no hurry to say goodbye/pay respects to the Argent Sect

There is if we want to follow up on any, "Before you go, you should (X)" tips, which is a reasonable connection-building thing that someone might do now that we're important (or that Jiao and Xin might, for old times). It's a pretty flexible storyline opportunity for any sect-related things that Yrsillar never got to spotlight, or that he came up with too late to throw in normally.
 
Don't forget we're supposed to have a war arc under the command of the White Plumes in there, somewhere, somehow. There's no way we don't lose actions/have them locked in for that. I'm thinking turn 16 is the most viable for the war arc? If it's turn 17, then we're in for a challenging time and may end up having to cram a whole bunch of things into turn 18 last-second that we might have wanted to leave open room to followup on.
 
Last edited:
-Grinning: So we can get to both Spiritual amd Phisical Framing. That's important. We would also complete the 3 first moons actions from Songseeker. Moon Flute quest unlocked?
Phantasmal Mastery: Yrsiyall has hinted a lot about the applications of this one. It would be a great battle boost. Let's indulge him.
I also love the idea of including constructs in FSS+. Like the child mist that took Renxiang's hand back when we completed our domain weapon (my favourite fanart of the quest, btw).
Raising the Bastion: for the reasons explained in my previous post.
Now, I know this will be the most contested one. A lot of good picks.

While I like Bastion and I agree with you, I think doing Xiangmen, Fortress of Tsu 1 this next turn is a perfect narrative fit and if we don't do it now, when will we do it?
 
Last edited:
Don't forget we're supposed to have a war arc under the command of the White Plumes in there, somewhere, somehow. There's no way we don't lose actions/have them locked in for that. I'm thinking turn 16 is the most viable for the war arc? If it's turn 17, then we're pretty fucked and end up having to cram a whole bunch of things into turn 18 last-second that we might have wanted to leave open room to followup on.
I have completely blanked on that being a thing.
 
There is if we want to follow up on any, "Before you go, you should (X)" tips, which is a reasonable connection-building thing that someone might do now that we're important (or that Jiao and Xin might, for old times). It's a pretty flexible storyline opportunity for any sect-related things that Yrsillar never got to spotlight, or that he came up with too late to throw in normally.

On the other hand a bunch of "But before you go..." will end up diluting the goodbye, changing it from one coherent scene to something that kind of slowly happens over the course of several months in-universe and years out-of-universe.
 
Turn 15: Preliminary Vote
Turn 15 Dawns. For this month you will have 2 Professional and 2 Personal actions. A personal Action may be swapped for a Professional action. One personal action is locked to The Long Hand of the Law Quest. You may select three cultivation projects. There will be only the normal Two hour voting moratorium since there has been a week to consider what you'd like.

Here I will add a brief explanation of Exploration Actions as they exist in the new system. Firstly exploration actions are always connected to some narrative beat and thus are never 'empty' secondly rather than isolated rolls for results. Exploring locations will now advance you toward reward thresholds based on your roll on the d100 with modifiers. When you reach the maximum reward threshold the site is fully explored. It is still possible to eanr special rewards or miss them during the narrative section, but Exploration will no longer have a chance of turning up nothing. Some Explorations will only be available for a single instance though so you may not reach the full threshold for those.

Omake points can be applied to exploration rolls. Each one adds a modifier of +5. Each person may contribute up to two points to a roll, and the overall maximum omake modifier is +40, meaning four people contributing their full points.

Locked Retainer Action:

  • Survey the Wall: You will need to begin establishing yourselves, Renxiang and you. The cradle of the Sect will no longer last forever. Search within the newly claimed sections of the wall for good location choices to investigate further. With Cai Renxiang's funding and help this task will be much expedited. [Exploration Action; 1d100 Base +40 for liege attention, First Reward Threshold at 60, with additional thresholds at 100, 120, and 160 and 200 and 300. Characters: Cai Renxiang and Gan Guangli) Current Total 138
Locked Personal Action

  • Long Arm of the Law II: You have accepted the role of preventing the escape of the probable letter forger. Though it is likely this man is a dupefor another, rounding him up is important for discovering the source of your troubles. Travel with agents of the Ministry of Law and apprehend the criminal in the town of Feixian, north and west of the Argent Sect. (Advance the Long Arm of the Law Quest. Gain Information, +1 Mystery XP. Characters: Diao Hualing, Sixiang, Hanyi)

Professional Actions: (2 available)
  • Hostess Lessons: The little group of acquaintances you have cultivated alongside Wang Chao has grown quite large. Soon enough you will have to leave it in other hands, but it remains the seed of something useful and you like Wang Chao well enough besides. Introduce Meizhen to the group, along with Luo Zhong and others, and see to establishing someone to take your place in a few months [+1 XP to Community and Expression Projects undertaken. Characters, Bai Meizhen, Wang Chao, Xuan Shi, various]
  • Paying Respects: The Argent Peak Sect has been your home for two years now, and though you are growing apart from it, you still feel that connection. To it's disciples, to its Elders, to the caves and the vents and the trials. Spend some time showing your gratitude for lessons and connections [Maintains current relations with the Argent Sect Peak Sect on departure. 40% Chance to boost reputation with Argent Peak Sect by 1, and ???. Characters: Sima Jiao & Xin, Liao Zhu, various. +1 to Isolation and Power projects undertaken)
  • Root Inroads: Bian Ya, your occasional tutor and acquaintance is a fellow vassal of the Cai clan. Strengthen that relationship and see about learning more of your 'peers' (Information on Cai Vassals, particularly Bian and Xia, +1 to bond with Bian Ya. Character's Bian Ya, Ruan Shen)
  • Hou Zhuang's Gift 2 of 3: Bai Meizhen's father has given you a princely gift as far as intelligence goes. It is time to really delve into it and begin establishing the potential contacts he has given you. [Begins establishing provincial intelligence. Advances the Argent Disciple Trait by 2. 50% chance to give a named contact Characters: Sixiang]


Personal Actions (1 Locked, 1 Available)

  • Idols and Ancestors: It has been awhile now, since Zeqing found her End. In many ways both you and Hanyi have grown. It is time to take a little time aside to walk the high mountain peaks, to think and listen and remember. [Must be taken with the Frozen Soul Serenade Successor project. Character's Hanyi and Sixiang]
  • Little Workshop of Wonders: You've drifted apart from Suyin a little and your time at the Sect is coming to a close. Now you have a gift to give and an excuse. Spend some time with one of your oldest friends, and look on what she has achieved. The Elixir recipe you discovered is a good place to begin the conversation. {+1 XP to Creation Mystery and Want Projects. Characters Li Suyin, Bao Qingling)
  • Serpent Whisperer: You undoubtably have a good rapport with your best friend, but you worry about the wider effects the Duchess' recent actions may have. Take Bai meizhen up on her standing invitation to join her at the Sect market along with her handmaiden and discuss the past and the future. (+1 to Power Darkness and Sincerity projects. Characters Bai Meizhen, Xiao Fen)



Spiritual Cultivation
Threshold Green Soul (10) - 5340/6000

Physical Cultivation
Threshold Bronze Physique (10) - 4990/6000

Conceptual Projects

  • Isolation III (2/5): As starvation is privation of the body, isolation is privation of the soul. To be alone is to suffer,yet it is possible to find meaning in hardship. What do the cold streets of that sad city mean?
  • Expression III (1/5): Art, music is the expression of ideas, the sharing of concepts with other people and beings. It can express the truth of your soul, it can express desires, it can express simple observations and so much more. You have only begun to explore the truth of art.
  • Community IV (0/8): Family is only a knot of strong bonds, it is the small connections between people which build community. There was no line between love and obligation, not if both were true.
  • Power III(0/5): Power is absolute, but comes in different forms. What is strength in one context may be weakness in another.
  • Want III (0/5): Want is the soul reaching out, the impetus of connection, the abrogation of Isolation, the seed of Community and Home.
  • Creation II (1/3): Abundance begets creation. Creation denies Isolation.
  • Motion II (1/3): To fly, to run to climb, these are happiness
  • Mystery II (0/3): Hunger is privation of the body, loneliness privation of the heart, Ignorance privation of the mind.
  • Persistence II (1/3): The world is in flux and things last only due to the exertion of will.
  • Truth II (0/3): To call all truths subjective can only bring ruin.
  • Endings I (0/2): All things end in time, it is the journey to ending that has meaning.
  • Freedom I (1/2): Freedom is a blade, joy and isolation are its edges
  • Causality I (1/2): Action precedes reaction. Time flows forward, ever forward.
  • Home I (0/2): Home is is a binding, woven with each breath
  • Courage (0/1)-?
  • Protection (0/1)-?
  • Cycles (0/1)-?
  • Chaos (0/1)


Arts Development

Songseekers Ceremony:
Moon, Yin, Mystery, Motion, Expression
  • Grinning: It is the seeking that brings joy, the journey and the acquisition. Delve into the deeper mystery of the Grinning Moon, seek, adventure, explore to integrate its lessons. Advances the Freedom, Motion, and Isolation projects one step on completion. 30 XP to physical cultivation. (0/3)
  • Hidden Scribe: You have asked the second question, and looked upon the world with the eyes of a seeker if only for a moment. Delve further into mystery and the questions that underlie the world of now. Advances the Mystery and Causality Projects by one step on completion. 70% Chance of additional Moon attention on completion. 50 XP Spiritual Cultivation (0/8)
  • Dreaming Songstress: You walk the twisting way, the realm of divides and barriers. Witness the moon above shining bright! Witness Joy, witness laughter! Witness the night Lunatic, the grand revel 'mongst the stars, the passion in the heart of humankind. Witness the Madness unleashed! Witness fear, witness despair. Witness nightmare, the fear in the heart of humankind, the engine of its drive. -Locked Until Isolation IV

Phantasmagoria of Lunar Revelry: Yang, Moon, Chaos, Dream, Revelry
  • Phantasmal Mastery: You have tasted the cruel wine of isolation, and known the pain of loneliness. Is it any wonder then that the arts of conjuring have been core to you since the day that you first took up the melody of the Forgotten Vale. At your direction, phantoms and figments dance more deftly and with more mind, animated by the lingering dreams of a girl who can never forget loneliness. Grants the Phantasmal Mastery Trait, which increases the power and flexibility of summon techniques. Advances Isolation by 1 Step. (0/5)

Starless Night's Reflection: Yin, Lake, Darkness, Reflection, Stillness, Void
  • Lake Hei is Wide: The great lake is bottomless, but it is also wide, a sea in its own right, there is nothing which cannot vanish into its depths. So to can you render inert even assaults that would strike down a whole company. Improves Rippling Starless Shroud as well as your passive defense against Area Arts. Unlock Two Projects. (0/3)
  • It's Depths Without End: The imperturbable surface, a skin of shimmering black that lies over the infinite deeps beneath. All vanishes into the dark, leaving mere ripples behind. Where sleeps that which vanishes from world, sight, and memory?. Advances the Mystery and Ending Projects one step. Reveals text of Imperturbable Soul Trait. (0/3)
  • We are but Ripples: In waters deep, under skies far, we bear witness to our own crushing smallness. Where then does meaning rise, in the infinite dark? Advances Isolation and Mystery Projects one step. 40% Chance of acquiring Void concept for your Domain.(0/3)

Beast King's Savage Dirge: Yang, Wood, Darkness, Music, Beasts, Conquest, Power
  • Bear God's Fury: The Bear God, avatar of wrath, whose crushing paws sundered trees and reshaped hills, Learn the stanzas of the great ballad which spoke of his coming and the ruin of the wolf gods plans. Learn the Bear God's Fury technique, which summons the phantom limbs of the titan to crush and pin down foes. Unlocks One Project. (0/3)
  • Primacy of Beasts: Learn the song of nature, the melody of tooth and claw. Where lies the line between beasts and men, which brings us to war? Mere greed and pride, or something more? Alters the primal War Calling technique. Advances the Power and Want Projects by one step. (0/3)
  • Xiangmen, Fortress of Tsu Pt. 1: Before the ravening of the Gods, Xiangmen stood uncaring, and in the trunk sheltered all of the people of the Emerald Seas. Against the Gods stood the Diviner, who would see that man was never subjugated again. Alters the Eagle God's Defiance technique. Advances the Motion and Home projects by one step. (0/5)

Melodies of the Spirit Seekers: Balanced, Music, Bargaining, Sincerity, Understanding
  • Spirit Seeker VI: Go forth and practice your art on the spirits of the land. Advance the Spirit Seeker trait by 1 (0/3)
  • Raising the Bastion: In the harsh south, under the gaze of Bleak Skies yearning, you received a taste of the casual cruelty which spirits unbound and uncaring of man may display. In the lessons of the Bastion's Melody, you find the lessons needed to mitigate their harm, and even bring understanding of their doings to spirits most inhuman. Alters the Bastion's Melody Art, giving a chance to negate damaging environmental traits of higher spirits. Advances the Community and Protection projects by one step. Unlocks one project. (0/5)

Laughing Flight of the Wind Thief: Yin, Darkness, WInd, Freedom, Motion, Want
  • The Laughing Wind: Flight is freedom, defiance of one of the First Laws. Feel the wind on your face,witness all the earth below, and laugh in the midst of the clear blue sky. Advance Sable Grace by 1. Advance Motion and Freedom projects by one. Unlocks Two Project. (0/3)

Winter Hearth Resounding: Cold, Fire, Music, Boundary, Home, Renewal
  • Kindle the Hearth: So long as the hearth burns still, home remains. Nurse the embers and ashes, no matter how mean, and one day the fire will burn again.Acquire the Technique Ashen Hearth Return. A technique which sacrifices the function of the Winter hearth Resounding Art to negate negative traits on you and your allies. Advances the Community Project by one. (0/5)
  • Winter Reinforcement: The task of preparing for the winter comes every year without fail. A home must be maintained, it's walls repaired, its portals reinforced. A home is a work without end, a project of a lifetime. Yet, in the end, is there any more vital art? Advances Home and Protection projects by 1. Improves Unbroken Will by one. (0/3)
  • Release of Spring: So in sorrow, so in joy. Another year and you remain. What you have, you have kept. Celebrate the wild ides even as the next hardship drifts on the horizon, and Know that you will survive again. Improves the Passive effects of the Art. Advances the Home and Want projects by one. (0/3)
  • Garden of Mists: You keep no hearth, but you do tend the garden. Kin and clan, parents and siblings, dreams of the future and trials of now. You have come to know the ways of boundaries and stories, told to keep back the night. You protect your own. Alter the WInter Hearth resounding Art, replacing the Fire Keyword with Dream and Music with Formations. Advances Community and Cycles Project by 1. Advances Liminal Carver by 1. (0/5)

Unstoppable Glacier's March: Yin, Cold, Music, Expression, Inevitability, Pressure
  • Path Unyielding: To know what you wish and to advance toward it with all of your heart, this is something you know well. Study and meditate upon what you have learned and seen of the glaciers of the wall, and ponder the value of Implacability: Advance persistence and Want projects by one. Improves Grinding Glacial Melody. Unlocks one Project. (0/3)


Special Projects: Yin, Cold, Expression

  • Soul of Ice: Blizzard and glacier, fine snow and driving sleet. cruel wind and soft snow. Stasis, Inevitability, Endings and Renewal. There is more to ice, more to winter than meets the casual eye. Is your own understanding too narrow? Advances Isolation and Want Projects. Advances Winter's Heart by 1. Begins Trait Quest Chain. (0/5)

Social Arts

Playful Muse's Rapport
:
Dreaming Muse Rapport VII: Continue to study the art of wielding honesty and friendliness to achieve your social goals. Advance the Trait by one (0/1)

Moonless Saboteur's Smile
Hidden Smile V: Continue to hone your ability to keep your poise and defend against the social probes of your peers. Contemplate the meaning in etiquette and the role of tradition, truth, and stories. 50% Chance to advance the Truth Concept by 1 Advance the Trait by one. (0/1)

Meridian Slot Projects

Open New Slot: Open a new Meridian Slot. (0/4) 40% Chance of Success
Alter a Meridian Slot: Change one slot to another Type: 0/6 40% chance of Success.

Unlearned Arts
-Currently Locked

Modifiable Arts

-CurrentlyLocked

Successor Creation

[] Frozen Soul Serenade: The crystallization of the lessons you learned from Zeqing on the high, snowy mountaintops. Yet the form she taught you an echo of her own nature, is falling behind you cultivation. The time has come to make it your own. Requires selection of the Idols and Ancestors Social Action



Shattered Gaol

+1 XP to a Dream, Darkness or Wind Project
+10 XP to Spiritual Cultivation in a turn

Veins of the Earth

Heat lives in the frozen earth here, bubbling to the surface in pools and springs, and gathering in the hearts of the mountains. Enables agriculture in otherwise inhospitable locations and enables certain building options.
Cultivation Effects.

+1 to Fire, Mountain or Water projects
???-Not developed

Saline Grotto

+2 Success to a Darkness project or +1 Success to a Lake or Earth Projects
Reduce Cultivation Upkeep by 1 Green Stone if a Darkness Project is cultivated here
???-Unexplored effects

Thunderclap Mountain

A peak shrouded in perpetual storm where the shadowed forms of dragon horses have been spied.

???-Not Developed

Cathedral of Winds

+2 XP to Wind, Water Light or Sun projects
-1 GS Cultivation Upkeep when a Wind, Water Light or Sun project is cultivated.
??? Unexplored Effects

Shattered Gaol Site Unlocked

+1 XP to a Dream, Darkness or Wind Project
+10 XP to Spiritual Cultivation in a turn


[Argent Vent(Greater):
+1 Success to Any Project -or- +2 Success to any Balanced Project.
+10% Success rate to Assigned project.
Reduce Cultivation Upkeep by 4 Green Spirit Stones.

Silent Stones:
+1 Success to a Moon, Sun, or Earth Project

Mirror Basin:
+1 to Water or Lake Projects
 
Last edited:
Back
Top