Ghosts of the Ancestors. (A Cultivation Riot Quest).

[X] Stay within the sect- the sect may have fallen but it is not yet gone, its gone to lose a significate amount of its power and wealth but it has also lost a good amount of its disciples which represent opportunity for those who remain as the sect pours in its resources trying to recover, an opportunity which Guang Li is position favorably to grasp as a member of the alchemist hall. Of course, weakened as it is, staying is also dangerous the Verdant flame rivals and enemies would try to carve it between themselves.

[X] The Maelstrom coast- a region composed mostly of lone islands and archipelagoes, the region is awash in water aligned Qi and natural treasures but is also full of dangers both form powerful beasts that lurk beneath the waves as well as from the infestation of pirates that run amok in the region. Ma Fen and Shu Cai would suffer heavily here and you can expect them to not wish to travel to the region.

I'm hoping we stay if only to buy all the water techniques and utility fire, but just in case, here's my vote for location.

Edit:
8 Stay-Coming Out, 3 Stay.

@uri
Pardon, are the Stay Votes truly being counted as different, and not one block?
 
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Well, young sectmaster can also be a very interesting angle.
But gods, are we leaving behind a tenpting supportsystem.

@uri
I'm gonna assume anything that takes multiple days is a no, but If we leave, can we do a last round of quick actions? (Shopping, asking for things from the library (which we then could study when we arrived at our destination), etc)

Also, how far apart are the destinations? Random places on the continent?
Would expeditions from 1 place to another be feasible? (I.e. we settle in new-cult-is-you and once we have teams capable enough we can send them to poisonous-alchemy-heaven to gather shit and return with the results a turn or two later)
[] Buy basic alchemy tools (reduce cost and progress required to concoct pills by 20%) for 40 CC (renting them for a turn would cost 10 CC).
 
I'm gonna assume anything that takes multiple days is a no, but If we leave, can we do a last round of quick actions? (Shopping, asking for things from the library (which we then could study when we arrived at our destination), etc)
You'll at least transfer all of your cc to spirit stones (likely at a loss) but you could make some small purchases.

Would expeditions from 1 place to another be feasible? (I.e. we settle in new-cult-is-you and once we have teams capable enough we can send them to poisonous-alchemy-heaven to gather shit and return with the results a turn or two later)
You would be able to travel or send expeditions (if you set up a sect) but that require turns on the road.

I'm keeping distances nebula for now, but all of the different destinations are 4 turns away by foot from the VF.
 
It seems that things like "spend some time learning herbalism before we go" might be a reasonable plan regardless... but there is no available option one way or the other for such half-measures. If we decide to leave will we be able to make such decisions in a follow-on vote?

Alternately, do we happen to know if any of our companions have skill at herbalism?
 
Alternately, do we happen to know if any of our companions have skill at herbalism?
Some of the struggling disciples likely have It, they won't be practically good but they will possess it.

It seems that things like "spend some time learning herbalism before we go" might be a reasonable plan regardless... but there is no available option one way or the other for such half-measures. If we decide to leave will we be able to make such decisions in a follow-on vote?
There likely is going to be a before you leave vote, but worst case you'll still be able to do so on the first turn of traveling.
 
If we plan on offering some of his health to the ancestors, we probably want to buy more healing elixirs as well, especially since we used one after the fight. Maybe a set of armour for us to refine as well?
 
If we plan on offering some of his health to the ancestors, we probably want to buy more healing elixirs as well, especially since we used one after the fight. Maybe a set of armour for us to refine as well?
Unless it got destroyed by that fireball we do have armor already. Further refining of it is definitely on the table though, along with our special sword.

One of the advantages of traveling with a group is probably that we'll be pooling resources to some extent. Hopefully all of us together will be able to cover enough bases that we can make something bigger than ourselves.
 
If we plan on offering some of his health to the ancestors, we probably want to buy more healing elixirs as well, especially since we used one after the fight. Maybe a set of armour for us to refine as well?
Alchemy Tools.
Big Money/efffort savers if we get market/trader access.

And we can make healing pills on the road.

Techniques/refinement paths that we think could become usefull in our new sect. We can buy them now, study on the go and access could (most likely will at least for a time) get much worse with leaving.

It seems that things like "spend some time learning herbalism before we go" might be a reasonable plan regardless... but there is no available option one way or the other for such half-measures. If we decide to leave will we be able to make such decisions in a follow-on vote?

Alternately, do we happen to know if any of our companions have skill at herbalism?
Def should if we have the time.
(If we don't, there might still be something like a book for selfstudy).
 
[X] leave- the sect is done for, there is nothing more for Guang li to gain by staying, leave and search for fortune elsewhere.
[X] The Aure plains- otherwise known as the weakest region, the ambient Qi here is so low that to even make it into Foundation establishment is almost unheard off. the natural treasures are likewise weak and unimpressive. Alchemy and the ancestors can sidestep many of the problems and with a good amount of disciple following Guang Li they would be a potent force in the region. Which can lead to either joining a sect at a high position or even founding their own.
 
Adhoc vote count started by Karnax626 on Apr 12, 2025 at 2:22 PM, finished with 69 posts and 25 votes.

  • [X] leave-
    [X] Poison Fang Valley-
    [X] leave- the sect is done for, there is nothing more for Guang li to gain by staying, leave and search for fortune elsewhere.
    [X] Stay within the sect-
    -[X] come forward [dangerous]-
    [X] The Ninth Hell Jungle-
    [X] Stay within the sect- the sect may have fallen but it is not yet gone, its gone to lose a significate amount of its power and wealth but it has also lost a good amount of its disciples which represent opportunity for those who remain as the sect pours in its resources trying to recover, an opportunity which Guang Li is position favorably to grasp as a member of the alchemist hall. Of course, weakened as it is, staying is also dangerous the Verdant flame rivals and enemies would try to carve it between themselves.
    [X] The Azure Plains
    [X] The Aure plains- otherwise known as the weakest region, the ambient Qi here is so low that to even make it into Foundation establishment is almost unheard off. the natural treasures are likewise weak and unimpressive. Alchemy and the ancestors can sidestep many of the problems and with a good amount of disciple following Guang Li they would be a potent force in the region. Which can lead to either joining a sect at a high position or even founding their own.
    [X] The Aure plains
    [X] Poison Fang Valley- Sitting in the middle of a mountainous region, the valley is known for being home to any number of venomous fauna and poisonous flora of moderate strength, many of which have at least some use in alchemical recipes. The locals are hardy and suspicious of outsiders, but those who demonstrate an ability to survive can earn a degree of respect, and those who thrive can earn even more.
    [X] The Ninth Hell Jungle- a place filed to the brim with deadly and poisonous beasts, this region is an alchemist's wet dream, overflowing with powerful regents and natural treasures, few cultivators make this place this home the jungle actively rejecting civilization but those that do are stronger than their peers. No one wants to travel to this location.
    [X] Stay within the sect- the sect may have fallen but it is not yet gone, its gone to lose a significate amount of its power and wealth but it has also lost a good amount of its disciples which represent opportunity for those who remain as the sect pours in its resources trying to recover, an opportunity which Guang Li is position favorably to grasp as a member of the alchemist hall. Of course, weakened as it is, staying is also dangerous the Verdant flame rivals and enemies would try to carve it between themselves.
    -[X] come forward [dangerous]- there is opportunity here, the sect will be scrambling to attempt to produce another nascent soul, they will fail, possessing neither the knowledge nor resources to achieve such but Guang Li -or more currently his ancestors- do. much of the collective is lost but much is not and the ancestors can both help and supply the knowledge needed to ensure a good chance of a new nascent soul arising from within the verdant flame. This will require Guang Li to contact one of the elder's and come clean about his ancestry but if it succeeds -and if they don't sell him out to the Jiu after the fact- Guang Li would most likely be taken as a personal disciple of the new sect master. A position which brings a tremendous amount of benefits.
    [X] leave-
    -[X] Poison Fang Valley
    [X] The Maelstrom coast- a region composed mostly of lone islands and archipelagoes, the region is awash in water aligned Qi and natural treasures but is also full of dangers both form powerful beasts that lurk beneath the waves as well as from the infestation of pirates that run amok in the region. Ma Fen and Shu Cai would suffer heavily here and you can expect them to not wish to travel to the region.

If Leave does end up winning it looks like our first destination is currently Poison Fang Valley at 12 votes, followed by Azure Plains at 10 and Ninth Green Hell at 8.
 
@uri
The write in doesn't mention eitherway, but is founding a sect with the disciples an option in poisonvalley like it is in aure plains?
Or is that being feasible an aure plains only?
 
The write in doesn't mention eitherway, but is founding a sect with the disciples an option in poisonvalley like it is in aure plains?
Or is that being feasible an aure plains only?
Its only feasible in Azure Plains because that is the only place where a group of QC cultivators can realistically claim land and resources.
 
This ghost is currently conked out.
Might not make it to the vote.

For the Azure plains we don't have to start a sect. We could join one and advance it. Though that means finding a sect we can live with. And we're powerful, but not that powerful - other sects could band together, an outside force monitoring the region could come down on us like a meteor...
 
I don't really want to make our own sect. For one it'd involve a lot of actions actually setting it up and recruiting people, for another it's only possible because the Azure Plains are the weakest option, meaning it's going to be the hardest for us to actually advance. At least with somewhere like Poison Fang or the Green Hell we're guaranteed to advance quickly as long as we survive, and considering Heaven has it's eye on us I don't think we can afford to take it slow.
 
I don't really want to make our own sect. For one it'd involve a lot of actions actually setting it up and recruiting people, for another it's only possible because the Azure Plains are the weakest option, meaning it's going to be the hardest for us to actually advance. At least with somewhere like Poison Fang or the Green Hell we're guaranteed to advance quickly as long as we survive, and considering Heaven has it's eye on us I don't think we can afford to take it slow.
I feel like the weakness of the Aure Plains can be made up with by the qi wells. And if we're not going to make a sect we can just join and essentially take over one.
 
I feel like the weakness of the Aure Plains can be made up with by the qi wells. And if we're not going to make a sect we can just join and essentially take over one.
Joining one there still runs into the issue of the area being weak enough that Foundation Establishment is 'near unheard of'.
We might be able to figure out a way around that through our bloodline, but it still feels risky.
 
One of our strengths are the Qi siphons we can make that provide a passive income of Qi and a source of reflection Qi. And in an area where resources are poor those make us a lot stronger then the locals so i think we need to go to the plains for a while we can always move once we have reached Foundation Establishment. remember we still got the 6 shards of regained parts of the ancestors and a powerful bloodline. The issue the locals have is that no one is doing that breakthrough so no one can teach you how to do it so they need to guess how to do so our ancestors know how to do that breakthrough so we got a major advantage.
I also like the idea of playing sect manager quest.
 
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