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Chapter 42 - Another Major Sect Announcement

Sect Announcement Forum Post

I would like to applaud all the disciples for their effort in developing Eldorin and its new minor world to its current state. From the sect at its most precarious state to its current revival, the sect now has more than four hundred thousand cultivators and eight million mortals spread across Eldorin and the different minor worlds. I am confident the sect will thrive even further down the road as it is reborn from the ashes of its latest tribulation.

The sect's goal to achieve self-sufficiency has also seen great progress since the arrival of the third batch of new disciples. I am happy to announce that we are now beginning to produce a surplus for a number of level one and two goods. These surpluses will only be collecting dust in the warehouse and the stockpile will continue to grow with the rapid introduction of even more efficient production technologies. The sect has begun to reach out to its past trading partners to trade our surpluses for other goods that are still in short supply. Although the sect is still being besieged by the human powerhouses, humanity is not the sect's only possible trading partners. The vast cosmos of the cultivation world is also home to other sentient beings and most of them don't care much about the internal politics and feud of the human worlds.

After careful consideration, the sect will restart trading relationship with the Dwarven Federation. The dwarves are master craftsmen and their culture revolves around pursuing the peak of their craft. Their products are highly sought after and always command a high premium in the human worlds. With thousands of worlds in the lower realm and hundreds of worlds in the immortal realm, they are one of the few races in the cultivation world that can rival the number of worlds controlled by humanity. For security consideration, all disciples interested in trading with the Dwarven Federation will need to apply for a special permit at the townhall. At the same time, those planning to trade with the dwarves need to ensure all goods that have been prepared for trading does not fall under the list of restricted goods.

Below is a short introduction of some of the major races. Depending on the sect development and needs, new trading relationship with other races will be reestablished in the foreseeable future.

The Dwarven Federation is made up of a collision of forty three major clans. Each major clans are masters in at least a few fields of craftsmanship and produce a selected number of unique goods that can't be bought from any other major clans. For those of you than plans to open up trade with the dwarves, you can find out more about the unique products produce by each of the major clans from the townhall and plan your future trading relationship accordingly. The politics among the dwarves are complicated and opening the door with one major clan might result in closing the doors for a few other major clans.

The Elvish Theocracy is primarily led by the two main religions tied to the World Tree and the Underworld River representing the cycle of life and death. Elves are religious fanatics and are hostile to any races that don't share their beliefs making diplomacy with the race tenuous at best. Elves as a race has a smaller population size in contrast to the other races but the elves as a race is powerful with its adult having a cultivation at the forth major realm at the minimum upon reaching adulthood. The race also enjoys a long lifespan at the genetic level and easily lives five times longer than most races at the same cultivation realm. For those who have the desire to meet elves, you can forget about the idea until you have breakthrough to the fourth major realm. Even then, you will need to walk the Druid pathway or any similar cultivation pathways tied to nature to avoid being attacked the moment you trespass on their territory. Those who walk the pathways related to death may also be able to access territories under the dark elf's control. Initiating trade with the elves is challenging but also highly lucrative. The elves have very high requirement for the worlds they reside in and due to the quality of these worlds, you can find some herbs that are rare in the rest of the cultivation world to be more common in these worlds. At the same time, there are some very valuable crops that only the elves are able to grow.

The orcs is a warrior race and their society is built on strength. As such, their entire race is jointly ruled by a council of emperor realm cultivators. The entire race is almost made up of immortal bone cultivators while the shaman class that cultivate their spiritual root are rare in their civilization. The orcs' medicine and pills to assist in immortal bone cultivation are some of the bests in the cultivation world and consuming those resources helps to lay a much more solid foundation leading superiority in direct combat against any cultivator in the same realm. However, these medicine and pills will only be sold in small quantity to outsiders that have proven worthy of their recognition. This makes the orc worlds a destination any immortal bone cultivator worth their salt must visit. The Orcish Imperium is another one of the foreign races where they have as many worlds as humanity have in their possession.

The Beast Folks Alliance is actually a loose collision made up of a number of beast folk races, banding together to fend off foreign threat. Unless there is any event that severely affect the majority of the beast folks, each race is ruled independently with their own government systems. The relationship between the races is complex and some feuds have lasted for generations. The large number of beast folk races also means the alliance as a whole control the most worlds among all the races and has twice as many worlds under humanity control. The diversity in race and worlds also means the alliance are mostly self-sufficient with very little need for foreign trade. This also led to most of the beast folk races being xenophobic and most contacts with other foreign races can be attributed to conflict for territories or resources.

Merfolk are ocean dwellers with a social structure revolving around bloodline purities and the ruling class is made up of twenty six ancient families. Their race is one of the most widespread since their habitat doesn't conflict much with most land dwellers. As long as you don't venture within a hundred mile from their ocean dwelling or contaminate the ocean, merfolk will rarely care about what happens above the ground. Opening trade with the Merfolk aren't difficult provided you understand their culture and respect them. Sea resources are much more accessible in any world where Merfolk have build a colony.

Dragons, phoenixes or any powerful beings told in legends are real but don't expect to meet any of these mythical beings anytime soon. Most of these mythical beings can only found in the immortal realm where the spirit energy is much denser. Most of these beings are highly reclusive. Although small in population size, they are also highly protective of their own kind. Only the craziest and most solitary cultivator will ever dare to hunt these mythical beings provoking the retaliation from their entire race. Off course, just like there are outlaws among humans there are also outlaws among these mythical beings as well. Hunting these outlaw beings down are allowed but any parties planning to go on such a hunt better be well armed. Historical statistic has shown that more than half of such parties are entirely wiped on these hunts.

*****

With the initiation of trade with the dwarves, the sect will also loosen the access to the rest of the human worlds in the lower realm to all disciples that managed to fulfill a list of requirements. At the top of of the list, all groups venturing out must be led a cultivator in the third major realm. As for the remaining requirement, kindly visit the nearest townhall for more information.

 

Your truly,

Sect Leader Maximus Radcliffe

P.S. For all those disciples who are clamoring for half-races. I will now quash all your expectation of ever meeting half-elves or any other cross-race children born between two different races. Most of the foreign races are humanoid looking but at the genetic level, there is still a significant difference at the genetic level for any possibility for the chromosomes to pair correctly making it impossible for a new life to be born.

P.S.S. For those who are feeling adventurous, please do not ever consider any experiment for making half-race possible. Any attempt even if successful will be a greatly flawed chimaera and the race you attempt the cross reproduction will see the experiment as an abomination and afront to be eliminated. Fair warning to any disciples out there, the sect will not tolerate this sort of experiment and once caught will be forever banned from .

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