Uniting All Under Heaven (Kingdom AU CK2 Quest)

Meh, I am a person who likes grinding down my enemies with defense and hammer and anvil tactics.
 
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Vote Tally : Uniting All Under Heaven (Kingdom AU CK2 Quest) | Page 8 | Sufficient Velocity
##### NetTally 1.7.5

[X] Turns are worth a full year.
No. of Votes: 20
Taka
Crow
drake_azathoth
hcvquizibo
Kingofbooks
Knightking
maximorph
Nevill
Ozimantus
Publicola
rileyshima
Satar
StarkDemise
thepsyborg
Usernames
Valerian
veekie
williams1996
Yama0
zup

[X] Turns are worth half a year
No. of Votes: 6
Alex pears
Ghostdevil
Nerowolf
overmind
Skjadir
TsukiKing777

Total No. of Voters: 26

Looks like turns will be a full year now. I am going to edit the last turn results accordingly.

4 years old?

Riboku has a very good memory and coherent thought process for a 4 year old. Yeah, better to just fast forward a bit.

That's what I thought as well, but I needed to have you start at such an early age so that you could actually have enough time to train the relevant skills of your choice.

Update will probably be either later today or tomorrow.
 
#5 Turn One Rumor Mill
276 BC Rumor Mill

Subjugation of Ei

Word has spread among the Warring States that a Chu led uprising in their former capital of Ei failed to accomplish the goal of retaking the region back for Chu. In response to the attempted rebellion, King Sho of Qin dispatched one of his Generals, Duke Ten, to crush the rebels and the invading Chu Army. Over the course of a month both forces had back and forth skirmishes between their vanguard units, however it was the Qin forces who had come out on top as the supply line to the Chu forces in Ei was in danger of being cut off.

General Raizen, commander of the Chu army, decided that an attempt to re-open their supply line would only lead to a defeat in detail for the Chu forces, and thus left the fortifications surrounding Ei and headed off to force a decisive clash with the Qin forces under Duke Ten. Weeks later both forces would meet on the forested Shunran plain to decide the fate of the Ei region. In a decisive pitched battle, the Qin forces under Duke Ten managed to hold off and encircle the numerically superior Chu army. With General Raizen's death in a duel with Duke Ten, most of the Chu army was massacred where they stood.

With the complete defeat of the invading Chu army and the deaths of thousands of rebels, the Qin Army under Duke Ten had managed to completely restore order and reclaim the region for Qin. Over the course of a few months, thousands of rebels and their families were executed for rebellion, while colonists from the Qin interior were brought in to ensure the region remained firmly under Qin control.

After the departure of Duke Ten and his army, King Sho dispatched Great General Shiba Saku to garrison the border between Qin and Chu in order to prevent a repeat attempt by Chu. Even now tensions on the border between Qin and Chu are high as small scale skirmishes and battle erupt every now and then. Only time will tell if another large war will erupt between Chu and Qin.

Great General Gakuki flees Yan

After the death of King Sho of Yan (different character but same pronunciation), his son the Rieki ascended to the throne of Yan.

However, upon his ascension to the throne, frictions began to emerge between King Rieki and the savior of Yan, Great General Gakuki.

During the reign of his father, King Sho of Yan, the State of Yan was on the brink of defeat due to the encroaching power of the State of Qi. With his cities in shambles, King Sho asked his advisor Guo Wei what he should do in order to attract talented men to rebuild his lands. To which Guo Wei replied, "If that is what you desire your majesty, then please begin by showering your humble servant, Guo Wei, with lavish gifts. By doing that, more talented men than me from across the lands will definitely gather in our Kingdom."

Sure enough, when news began to spread about the riches King Sho of Yan bestowed upon Guo Wei, talented men flocked to the banner of Yan. The epitome of those fortune seekers was none other than Great General Gakuki. With more men like Great General Gakuki under their banner, the State of Yan began to hold off the encroaching forces from the State of Qi.

Years later, though, the threat posed by the State of Qi was so dire that the other Warring States set aside their quarrels with each other and banded together in a coalition in order to end the threat posed by Qi. With the forces from six full states under his command, Great General Gakuki led the Coalition Army in a merciless campaign against the State of Qi. In the end of that campaign the State of Qi, which once encompassed more than a third of China and stretched from north to south, was reduced to merely two cities, Sokuboku and Kyo.

Aside from proving the terrible power possessed by a coalition army, that war also existed to show the unparalleled strength of Great General Gakuki. While Qi would eventually reclaim some of its territory from that war under the leadership of Great General Randan, it does not appear that they will ever reclaim their former status as a superpower.

Even with all of that being known, King Rieki's ire towards Gakuki was well-known enough that when a messenger was dispatched with orders for Gakuki to return, he instead chose to flee to Zhao because he feared that he would be executed upon his return.

With the loss of Great General Gakuki the State of Yan is now in a precarious position as the forces of both Zhao and Qi appear to be gathering at their borders. With Great General Gekishin facing off with one of Zhao's Three Great Heavens, Great General Rinshojo, that leaves the newly appointed General Kiko to defend Yan from the forces of Qi gathering under Great General Randan.

Alliance between the States of Wei, Han, and Zhou

After months of negotiation, which were preceded by an earlier attempt in 281 BC, the States of Wei and Han, along with the remnants of the Zhou Dynasty, have entered into an alliance with each other. In order to defend against the encroaching might of the States of Qin, Chu, and Zhao, an alliance was formed so that if one state was attacked, the others would rally to its defense.

Under the leadership of Shinryoukun of Wei, one of the Four Lords of the Warring States, many great figures have begun to rise in the State of Wei such as Generals like Gokei and Reiou. It remains to be seen if the time afforded by this alliance will allow the States of Han and Wei to develop their militaries enough to match the forces arrayed against them.

With the nature of alliances in this period being mostly temporary alliances of convenience, only time will tell how long it will last until one party violates the agreement.

AN: Well, this is the update for today. With the rumor mill done, the next thing to do is to generate the stats for your retainers/instructors, which will probably be done either today or tomorrow.

Let me know if you have any questions, or have any suggestions on how I could improve my writing of this quest.
 
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For starters, getting a Beta might help you out. Besides being able to nitpick through any choppy inconsistencies in the writing, you'll have a partner on hand. This'll let you and your Beta bounce off ideas from one another and double check to see if the plans do make sense in a narrative manner. It'll also offer you someone who can act as both an idea maker and a reminder on how things are meant to go instead of letting yourself be swept away in the hype of the writing.

So far though, I don't see much problem in the way of writing though you could prune few of the paragraphs to be more concise.
 
For starters, getting a Beta might help you out. Besides being able to nitpick through any choppy inconsistencies in the writing, you'll have a partner on hand. This'll let you and your Beta bounce off ideas from one another and double check to see if the plans do make sense in a narrative manner. It'll also offer you someone who can act as both an idea maker and a reminder on how things are meant to go instead of letting yourself be swept away in the hype of the writing.

So far though, I don't see much problem in the way of writing though you could prune few of the paragraphs to be more concise.

That is something I have thought about. The problem with that is that I don't know where exactly to look since Kingdom is not necessarily as well known as other fandoms are.
 
You can offer the spot here. You have an audience who does quests as well, with their own flare for writing. Maybe one of them would want to try their hand with this too.
 
You can offer the spot here. You have an audience who does quests as well, with their own flare for writing. Maybe one of them would want to try their hand with this too.

That works well enough for me, I wouldn't mind having someone to work with. While I do have a somewhat rough overview of how I envision the quest to go, there is plenty of flexibility involved in it that having a Beta won't change things much.

So if anyone wants to volunteer as a Beta, just reply here or send me a PM.
 
Is there a good map that could be linked to in the first post? there seem to be a lot of kingdoms and keeping track of who is where can be difficult
 
Is there a good map that could be linked to in the first post? there seem to be a lot of kingdoms and keeping track of who is where can be difficult

Sort of, the only maps I can find though are closer to the year of Ei Sei's reign near 240 BC than 276 BC right now, and would not be representative of the current state of the Warring States since at this time there are still some smaller states that currently exist in a minor capacity. Also Qin is a lot bigger on this map than it is currently at this time in the quest, mostly through the conquests made during King Sho's reign, which you will most likely take part in.

Here it is though:

 
It does help with relative positions at least though it looks like Zhou gets wiped out before the Manga begins.

Edit: does anyone own a PC copy of romance of the three kingdoms the map is about the same but I only have console copies so taking a map picture from that would be more involved.
 
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It does help with relative positions at least though it looks like Zhou gets wiped out before the Manga begins.

Since you could probably find this information by googling for it, it won't change much by telling you that Qin eventually eliminates Zhou in order to gain the legitimacy needed to claim the title of Son of Heaven for the King. Whether or not Qin manages to replicate that feat in this quest is yet to be seen.

Also, I am considering waiting a bit before starting the next turn in order to see if any Beta's show up.
 
#6 Turn Two
Turn 2

275 BC


With the dawn of the new year, things both change and yet stay the same.

After your rather remarkable performance in your lessons last year, your parents have no doubt that you are a genius like your father. Indeed, their trust in you is such that they have allowed you more free time for yourself.

(Gained: +1 Personal Action)

Aside from that however, repercussions from your father's subjugation of the Ei region continue to occur. One of which was the arrival of a Prince from the State of Chu who was sent to serve as a political hostage and to secure a ceasefire with Qin. However, while peace has temporarily been achieved with Chu, new threats have appeared on the horizon.

Due to the increasing number of border skirmishes occurring on the Qin border with Zhao, your father has been dispatched to oversee and man one of the defensive lines against a potential Zhao incursion. After having made arrangements for your education this year, and spending some time with you and your mother, your father and his retinue of retainers have departed with an army of 20,000 men under their command in order to join up with the main army under Great General Ko Shou. You can only hope that Great General Koshou's army will deter the Zhao, and that your father returns safely from the front.

Martial (Choose 3):

[] Train with the…: Your father has decided that you are finally at the right age to start learning how to fight. Among nobles it is not an all too uncommon sight to see a noble youth being trained in combat considering the times in which you live. For this task your father's chief bodyguard Souma has been appointed to teach you. Reward: Increased personal combat. Gain proficiency with a weapon. Chance of Success: 80%

-[] Spear

-[] Bow

-[] Glaive

-[] Mace

-[] Write-in

[] Continue training with…: After having learned the basics of how to use this weapon, you have asked Souma to continue your training with this weapon so that you can be more than just adequate with it. After all, while adequate may be well enough for the common soldier, you must be more than adequate if you ever want to surpass the example set by your father. Reward: Increased weapon proficiency. Chance to increase personal combat score. Chance of Success: 60%

-[] Sword

[] Read the Art of War: While your father has managed to teach you the core tenets present within The Art of War, you still have yet to read to read it for yourself and get your own interpretation of it. While you may not have had his experience in warfare, you can surely gain your own understanding of it through reading the entire text rather than just important proverbs. Reward: Increased martial score. Increase tactical proficieny. Chance of Success: 60%

[] Tabletop Strategy (Go): For those who study strategy, one of the ways to apply that knowledge, aside from directly on the battlefield, is through the use of tabletop games. Considering how you have only just learned the core tenets of The Art of War, Souma has decided to introduce you to the game of Go to see if you can make use of your learning. While not totally indicative of the strategies and tactics used on the battlefield, Go is still a great way for beginners to test their tactical acumen, and is a stepping stone to learning greater strategies through more accurate tabletop simulations. Reward: Increased tactical proficiency. Required to practice tabletop simulations and learn more advanced tactics. Chance of Success: 60%

[] Horseback Riding: While infantry are the backbone of the armies of the Warring States, it is cavalry which often decides the fate of many battles. Considering how cavalry is often the domain of the nobility, your father has instructed Souma to teach you the basics of how to ride a horse. Rewards: Gain ability to ride a horse. Unlocks further potential cavalry options. Chance of Success: 80%

Diplomacy (Choose 2):

[] Meet your peers: Your mother believes that it is best if you get to know some of your noble peers. That is why she has invited the children of prominent noble families within Qin to attend a gathering within your home. They may be children now she says, but in the future they may end up becoming power allies or enemies. Reward: Increases ties with other noble families and individuals. Opens up correspondence options. Chance of Success: 80%

[] Rhetoric Training (Persuasion): Words, whether they inspire men on the battlefield or sway opinions in court, words will always have an impact on the world. That is why your mother has decided to teach you how to best use words to sway others to your point of view. Reward: Increased diplomacy score. Increased negotiation proficiency. Chance of Success: 60%

[] Rhetoric Training (Oratory): Words, whether they inspire men on the battlefield or sway opinions in court, words will always have an impact on the world. That is why your mother has decided to teach you how to inspire men with your words, to use your natural charisma to push them above their limits. Reward: Increased diplomacy score. Increased inspire/rally proficiency. Chance of Success: 60%

Stewardship (Choose 2):

[] Managing Your Finances: Now that you understand where your money comes from, Kairyou believes you are now ready to take the next step and learn the art of managing money. Since you are also going to be learning mathematics this year, Kairyou thinks it is the perfect time for you to practice using numbers in a realistic scenario. Reward: Increased stewardship score. Required for unlocking later options. Chance of Success: 75%

Will lock down option for two years.

[] Demesne Development: While you do know where your money comes from, you have yet to learn what your family actually spends most of it on when it comes to your personal lands. That is why Kairyou has decided to show you where your wealth goes to maintain your lands, as well as teaching you how to do so in the future aside from just handing him bags of money. Reward: Increased stewardship score. Required for unlocking later options. Chance of Success: 75%

Will lock down option for two years.

[] Business: In this era while work hard mostly to survive, there are others who have managed to rise from their lowly beginnings and work to earn great wealth. These commoners are merchants and they are the ones who travel to and from peddling their wares and services to whoever would have use of them. While your family already possesses great wealth, it wouldn't hurt to learn how to haggle like the best and earn more, right? Well, that's what Kairyo thinks at any rate and that is why he has offered to teach you the ways of the merchant. Reward: Increased stewardship score. Increased proficiency with haggling and deal-making. Required for unlocking mercantile options. Chance of Success: 80%

Intrigue (Choose 2):

[] Stealth: For those who work in the shadows, their greatest tool is often surprise. Knowing how to move undetected is a requirement for those who work in the underworld. Stealth is also something that is also useful on the battlefield as well. That is why your father has hired someone from Clan Shukyou, he told you it was better for you to not know his name, to train you in the art of moving silently. Reward: Increased intrigue score. Increased stealth skills. May unlock later assassination techniques. Chance of Success: 80%

[] Underworld Knowledge (Assassins): When it comes to the hierarchy of the shadowy underworld of society, it is the assassin clans which stand at the top. While you have a general overview of who the clans are, you have not however learned what differentiates one clan from another or what makes them dangerous. That is where your contact from Clan Shukyou comes in, as he is intimately familiar with the workings of the assassin clans, and would be willing to educate you on this. Reward: Increased intrigue score. Unlocks option to contact assassin clans in the future. Chance of Success: 60%

[] Underworld Knowledge (Bandits): Among the most hated scum in society are the bandits, those who prey on the weak through force of arms. While a nuisance to the nobility, bandits are often a danger to the peasants and merchants. However, no matter how well-armed your bodyguards may be, that still does not change the fact that one moment of weakness could spell personal disaster for you or your family. That is why your advisor from Clan Shukyou, who so far refuses to reveal his name, has decided to teach you about the patterns and territories of the most notorious bandit clans within Qin. Reward: Increased intrigue score. +10 bonus to rolls when dealing with bandits. Chance of Success: 60%

[] Underworld Knowledge (Thieves): If you have ever needed something discretely "acquired" for you, the Thieves Guild is generally the best choice for the job. Among the many entities within the underworld of the Warring States, the Thieves Guild are generally regarded as the most benign. While your advisor from Clan Shukyou has not had many dealings with them, he does know enough about their activities to inform you about them. Reward: Increased intrigue score. Required to unlock future options regarding the Thieves Guild. Chance of Success: 60%

Piety (Choose 1):

[] Legalism: Among the many schools of thought, legalism is often regarded differently from the other philosophies in that it deals with reality as it is rather than how it ought to be. Since the reforms of Shang Yang, legalist thought has revolved around the idea of law being the most important device for upholding the power of the state, and that the law should be made to apply equally to all regardless of status. As the philosophy with the greatest support in the State of Qin, your tutor Menshi believes that it would benefit you to study legalism. Reward: Increased piety score. Increased knowledge of Legalism. Bonus when dealing with the Qin bureaucracy. Chance of Success: 75%

Will lock down option for three years.

[] Confucianism: Within the States of the Central Plains, Confucianism is the dominant school of thought. Based on the belief that human beings are fundamentally good and able to improve themselves through self-cultivation, Confucian thought emphasizes the cultivation of virtues and maintenance of ethics. With some of the more prominent ethics being that of filial piety, loyalty, and social harmony, it is no wonder that Confucianism has spread across most of China, even if it is not as highly placed in Qin as compared to States like Zhao or Wei. Having studied at the Jixia Academy, where some of the most prominent philosophers among Confucianism attended, Menshi has seen the influence of Confucianism and believes that studying it would benefit you. Reward: Increased piety score. Increased knowledge of Confucianism. Increased bonus when dealing with peasants. Chance of Success: 75%

Will lock down option for three years.

[] Taoism: Based upon the teachings of Laozi, Taoism's key principle is that of non-action. With the key virtues of Taoism being that of simplicity and humility, many of the common folk admire the adherents of Taoism for their belief in simplicity of living. Though, this has put Taoists at odd with the rulers of the major States, who often prosecute aggressive wars and issue capital punishment which Taoist teachings frown upon. While learning Taoism would not help you much with the nobility, the peasantry on the other hand would be able to better relate to you. Reward: Increased piety score. Increased knowledge of Taoism. Increased bonus when doing research. Chance of Success: 75%

Will lock down option for three years.

[] Mohism: While it may seem counter-intuitive to do so, Menshi believes that learning some of the teachings of Mohism would help you in the future. Even though Mozi and his disciples often fought against the large, aggressive States like Qin in defense of smaller states, his teachings still do have merit to you. While Mohism largely focuses on the concept of impartiality, and caring for all equally in its philosophy, there are facets of Mohism which Menshi believes will be useful to learn. Such facets include the study of logic and mathematics, as well as the curious fact that Mohism tends to produce disciples who are well-learned in the art of fortification and siege-craft. As Menshi mentioned to you earlier, you do not have to be a disciple of one of these philosophies to benefit from their teachings. Rewards: Increased piety score. Increased knowledge of Mohism. Bonus to learning about fortifications/siege-craft. Chance of Success: 75%

Will lock down option for three years.



Learning (choice locked):

[X] Education: Within the many states, an education is only attainable for those with the wealth to afford it. While they do not expect you to become a scholar, your parents understand the importance of literacy, mathematics, and the arts. Which is why the scholar Menshi has been hired to instruct you in your lessons. Reward: Increase in learning score. Required for unlocking later learning/research options. Locked for 3 years. Chance of Success: 80%

Personal:

[] Explore the City: You are finally at the age where your parents have allowed you to go out of the estate. Even though you will be accompanied by your family's guards, you hope to use this opportunity to get to know the commoners better and tour what will one day be yours. Reward: Increased relationship with commoners. Potential to meet interesting people. Chance of Success: 60%

[] Find a hobby: While you would rather spend most of your time studying, your mother has insisted that you something else to focus on aside from the topics of your lessons. That is why she has sent you out into the city to find something which interests you and that you feel you could learn. Reward: Increased proficiency at X hobby. Unlocks hobby options. Increased relations with Lady You. Chance of Success: 75%

-[] Metalworking

-[] Music

-[] Engineering

-[] Architecture

-[] Art

AN: Well, that took longer than expected since I had to look up all of the information surrounding those Chinese philosophies, apologies in advance if I butchered it.

But anywho, once again please format your votes within plan format. This turn things have changed in that you now have three personal actions instead of two, which can be used both for a personal action or to use as a vote on another option or to double down on an option.

I will probably get the character sheets for your instructors done later this week.

Either way, I hope you enjoy the update.
 
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[X] Plan For The Absolute
-[X] Continue training with…
--[X] Sword
-[X] Read the Art of War
-[X] Horseback Riding

Keep building on our martial foundations. We probably don't need the other weapons yet, and Go would pay less at this point before we master the Art of War's theory.

-[X] Rhetoric Training (Persuasion)
-[X] Meet your peers

Personal diplomacy first. We're years from leading yet, but we got peers to impress!

-[X] Managing Your Finances
-[X] Demesne Development

Focusing on the Lordly side of economics first.
Theres a lot to learn.

-[X] Stealth
-[X] Underworld Knowledge (Thieves)

Stealth is somewhat valuable in terms of strategy(or at least a basic understanding of it helps a lot in staging ambushes and raids), plus it's safer than underworld knowledge.
At our age, we won't have immediate uses for assassins, and bandits are a problem for much later on.
Thieves now...are a potent tool for politics. Whether stealing vital documents from rivals or planting incriminating evidence, it's one of the ways to screw with an opponent subtley.

-[X] Taoism

Mainly as an interesting take on a Taoist ruler. Flexible on this if theres objections though. Just tag me and I'll see about this when I knock off work.

At the least, increased peasant favor means we can go a bit further in implementing reforms, taxes and the like, as long as it's actually beneficial. Early China had peasant revolts as the first sign of a failing ruler, as it means their base is weak.

Plus, Taoism is where the early alchemists, weather oracles and doctors are. We won't get them so easily.

But I'd like that spiked barrel filled with gunpowder please(actual historical chinese siege weapon, extremely demoralizing) :D

-[X] Education

Well, it's locked.

-[X] Explore the City
-[X] Find a hobby
--[X] Engineering
--[X] Architecture

Should get to know our demesne.
Engineering links to Taoism, though if we switch to something besides Mohism we probably could swap to something like Art to impress the nobility.
 
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[X] Plan Hobby Horse

(Reasoning: There are so many possibilities for using that third Personal Action. I decided to double-down and pick two hobbies in addition to 'explore the city'. Specifically, I picked 'Metalworking' and 'Engineering' -- my goal is for us to eventually design a better mousetrap. And better weapons. And cooler gadgets. And pretty much everything else that a technologically gifted ancient engineer would be capable of.)


Martial (Choose 3):
[X] Continue training with…: Reward: Increased weapon proficiency. Chance to increase personal combat score. Chance of Success: 60%
-[X] Sword

[X] Tabletop Strategy (Go): Reward: Increased tactical proficiency. Required to practice tabletop simulations and learn more advanced tactics. Chance of Success: 60%

[X] Horseback Riding: Rewards: Gain ability to ride a horse. Unlocks further potential cavalry options. Chance of Success: 80%

(Reasoning: continue practicing swordsmanship to earn the right to wield that legendary sword our father got. Horseback riding is also pretty obvious -- it's the "domain of the nobility", and being a better horseman will benefit us in the long run. I was torn between 'Art of War' and 'Go' for my final pick, but decided on 'Go' because it unlocks "more advanced tactics" and opened up long-term benefits while the other increased our Martial stat. Still, I'm willing to be persuaded on that one).


Diplomacy (Choose 2):
[X] Meet your peers: Reward: Increases ties with other noble families and individuals. Opens up correspondence options. Chance of Success: 80%

[X] Rhetoric Training (Persuasion): Reward: Increased diplomacy score. Increased negotiation proficiency. Chance of Success: 60%

(Reasoning: this one I feel iffy about. On the one hand, developing friendships with our peers is necessary and inevitable. On the other hand, we're still young, and it might be better to first develop our charisma before applying it in conversation with others. I decided to sacrifice our 'Oratory' skill in order to 'Meet our peers', but I'm willing to be persuaded.)


Stewardship (Choose 2):
[X] Managing Your Finances: Reward: Increased stewardship score. Required for unlocking later options. Chance of Success: 75% Will lock down option for two years.

[X] Demesne Development: Reward: Increased stewardship score. Required for unlocking later options. Chance of Success: 75% Will lock down option for two years.

(Reasoning: let's develop our understanding of our estate before we branch out to understand how commoners conduct business. Estate management is our responsibility -- let's take care of that before we start innovating...).


Intrigue (Choose 2):
[X] Underworld Knowledge (Assassins): Reward: Increased intrigue score. Unlocks option to contact assassin clans in the future. Chance of Success: 60%

[X] Underworld Knowledge (Bandits): Reward: Increased intrigue score. +10 bonus to rolls when dealing with bandits. Chance of Success: 60%

(Reasoning: 'Assassins' and 'Bandits' are the two most dangerous groups in the Underworld -- bandits might/will endanger us, while assassins open opportunities to undermine our enemies. The Thieves Guild can wait, and learning to become a member of the Underworld can wait even longer...)


Piety (Choose 1):
[X] Taoism: Reward: Increased piety score. Increased knowledge of Taoism. Increased bonus when dealing with peasants. Chance of Success: 75% Will lock down option for three years.

(Reasoning: per here and here, Taoism will provide a boost to our future Research rolls. That's a huge benefit, especially since this Plan focuses on tech-heavy hobbies.... I changed my vote).
(Reasoning: as before, willing to be persuaded, but I really think Confucianism is our best bet here. Legalism has the most support in our region and among the high-and-mighty, but it also turns us into bureaucrats with bureaucratic minds. Taoism emphasizes "non-action" and "simplicity", which seems totally antithetical to the goals of this quest (filthy stinking rich noble...) and this plan (ancient Chinese Iron Man). Mohism does little for Piety and is mostly a defensive Martial option, oddly enough. Confucianism, on the other hand, emphasizes "self-cultivation" -- making ourselves better, both individually and collectively. This is precisely why Confucianism was so widely respected and became such a dominant philosophy, because it was adopted by the best that ancient China had to offer. Mechanics-wise, it gives us an 'in' with the peasants, always helpful for battle and for growing our influence. All that said: this isn't a historical quest this is a 'Kingdom' quest; if someone else knows more about these four religions in the context of the manga, let me know and I may be persuaded).

Learning (choice locked):
[X] Education: Reward: Increase in learning score. Required for unlocking later learning/research options. Locked for 3 years. Chance of Success: 80%

(Reasoning: locked)


Personal: (Choose 3)

[X] Explore the City: Reward: Increased relationship with commoners. Potential to meet interesting people. Chance of Success: 60%

[X] Find a hobby: Reward: Increased proficiency at X hobby. Unlocks hobby options. Increased relations with Lady You. Chance of Success: 75%
-[X] Metalworking

[X] Find a hobby: Reward: Increased proficiency at X hobby. Unlocks hobby options. Increased relations with Lady You. Chance of Success: 75%
-[X] Engineering

(Reasoning: 'Explore the City' seems like a prime opportunity for 'random encounters' with famous or otherwise important individuals in this quest. Alternately, it might also let us meet peers who become our allies and Advisors in the future.... As for 'Find a hobby' -- I decided to spend our extra Personal Action by picking two, emphasizing metalworking and engineering to give us a head-start on improving Chinese technology.)
 
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[X] Plan 1.0

Martial:
[X] Continue with Sword
[X] Art of War
[X] Horseback Riding

We continue with the sword because specializing with more or less help us in the long run. If we split our attention too much at this point, even if the opportunity to use a different weapon arises we'd be too incompetent to actually be able to use it to the standard we would want.

Playing Go might be useful, but at the moment we're still to tactically challenged to even do that properly. Hence the continued reading for the Art of War in order to better our current foundations. Not to mention that Go can be rather limiting if we begin to confide ourselves in the rules of such a game. War, after all, is quite effectively different and I'd rather not lead us to thinking that our eventual Units can only do one particular thing with cemented results.

Horseback riding because, well, it's horse back riding. Increased Mobility. Lower Stamina Costs. Better Morale. Epic 1 on 1s. Unless you wanna be a scrub who walks in the entirety of the goddamn clash, then please do that in your own time.

Diplomacy:
[X] Meet your Peers
[X] Rhetoric Training for Oratory

Because making friends and trading correspondence with other Noble kids will increase our chances of finding out important things. This can be our own little Kick Start for secrets, sabotage, schemes, and a whole lot more intrigue through what we can consider as friends and allies. Information, after all, could be sent through seemingly innocent letters between children. (wink wink important info for our mom wink wink)

Oratory because shit. We're training to be a greater General than our Dad and that means knowing how to go beyond the extra mile with our own Army. Learning how to speak to them, to crowds, to people we will fight beside with, is the first step to this.

Stewardship:
[X] Managing Finances
[X] Demense Development

Finances to be managed and knowing where they are managed is more important to having more of it. If we can't even fix our own mess, how can we expect ourselves to make it better in the long run where we have to deal with more shit?

Intrigue:
[X] Underworld Knowledge Assassins
[X] Underworld Knowledge Bandits

This opens up venues where we can hire Assassins to either learn from or to do our bidding. Also, Bandits. They are a fucking plague in the world and a plague I'm willing to use against our enemies. We may not have enough loyal soldiers, or we may not be able to depend on just our soldiers, in the future thus we can easily buy the loyalty of bandits. Either that or fuck their lives up by understanding their mindset and increasing our own reputation by taking down their seats of command.

Schemes and Plays are pretty important in the whole "Stacking the odds to our favour" idea.

Piety:
[X] Confucianism

Personal:
[X] Explore the City
[X] Continue with Sword
[X] Stealth

Explore the city for interesting friends. Continue the sword because we can't afford to be scrubs (and + martial points). Train in Stealth for the future assassin-route that may pop up.
 
Misperception, it emphasizes exactly the right action. Neither too much nor too little. Basically assess, then act, in an era where impulse and passion tends to lead.
Fair enough. I rewrote my reasoning for clarity:
Taoism emphasizes "non-action" and "simplicity", which seems totally antithetical to the goals of this quest (filthy stinking rich noble...) and this plan (ancient Chinese Iron Man).
 
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