Separate blocks, it's a dangerous option so I want to have the majority of votes going for it if it were to win.Pardon, are the Stay Votes truly being counted as different, and not one block?
[] 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).
You'll at least transfer all of your cc to spirit stones (likely at a loss) but you could make some small purchases.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 would be able to travel or send expeditions (if you set up a sect) but that require turns on the road.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)
Some of the struggling disciples likely have It, they won't be practically good but they will possess it.Alternately, do we happen to know if any of our companions have skill at herbalism?
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.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?
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.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.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?
Def should if we have the time.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?
Its only feasible in Azure Plains because that is the only place where a group of QC cultivators can realistically claim land and resources.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?
With coming forward and ninth hell both looking like they'll lose, what do you think about an approval vote for Aure Plains, becoming our own sect?[X] Stay within the sect
-[X] come forward [dangerous]
[X] The Ninth Hell Jungle
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 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.
Joining one there still runs into the issue of the area being weak enough that Foundation Establishment is 'near unheard of'.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.