Turn 4
jelloloaf
Theoheretical
-[X] Give Nothr the card
It is well known that humans have what is referred to as a 'gut instinct' that aids in the decision making process. It is still somewhat known that the gut instinct is not an innate ability, but is instead derived from symbiotic microorganisms that collectively make up the human microbiome. However, it is sadly quite rarely understood that the microbes aren't just cellular automata mucking around mindlessly and only being useful by accident. They may not be as smart as a person, but they're smart enough to know what they're doing, and that they want to help.
If you had to say, you'd probably place the line of reasoning of microbes not really alive as coming from the impact of the Pathogen Wars around a hundred years ago. Doctors at the time put a lot of effort into propaganda depicting their enemies as an all consuming tide of mindless evil so that they would have an excuse for using chemical weapons like broad-spectrum antibiotics. Regardless of how justified that decision may have been at the time (you're not a plague apologist dammit), the effects it had on the public perception of microorganisms as lacking moral autonomy were devastating to the symbiosis between humanity and helpful microbes. Which, to be clear, are the vast majority of them.
Around this point in your well rehearsed argument about why microorganisms have innate rights, you finally feel ready to think about the actual issue of the current moment, that being Nothr's request. Bolstered by both the positive vibes about the situation that your gut microbes are sending up and the calming effect of having correct opinions, you make your decision.
You give Nothr the card.
It's a bit hard to stomach (pun absolutely intended) giving up your hard earned artifact, and while xyr being a bit worrying what with xem trying to get you to join xyr secret organization and having an unhealthily gray tinge to xyr leaves (sleep deprivation?), you trust Nothr. Xe never automatically disregards your thoughts just because you're 'young' or 'inexperienced'; although to be fair, you don't think it's physically possible for xem to not engage in a debate if given the opportunity.
Xe're your friend, and if nothing else, you can trust your friends. Handing the palm-sized slip of metal over to Nothr, you are treated with the sight of a level of care that seems better suited to a child than something made of indestructible Tenju super-metal.
"You won't regret this, I promise."
Ignoring the weird tone of voice, you give Nothr one last reassuring thumbs up (It's a very versatile gesture.) and let xem go … do something academic with the card. It's out of your hands now.
Nothr will not be available as a representative for an unknown number of cycles.
-[X] [Market] Trade Goods (3 available)
--[X] 2
With the major emotional decision for this cycle out of the way, it's time for the major financial decision of the cycle.
"Just the two?" The merchant that you're talking to cocks an eye at your purchase, but you've got a plan to avoid any possibility of a negative social interaction – lying.
"Yep. I don't want to weigh myself down too much for my pilgrimage." Actually, that does sound like a good reason. Excellent work excuse, you've been promoted to the truth now. (It's definitely not that you're too poor to afford anything else.)
"Ah, you're a pilgrim, are you? That explains it. Quite a few try and get a little extra water by doing some trading on the side, but usually they're leaving dust clouds cycles ago. You've stuck around for a while, little miss."
First of all, not little, and second, … honestly pretty fair. You had stayed at home for an unusually long time. Still, it was all a part of your plan, you weren't just sitting around doing nothing.
Absent any witty remarks, you just nod in agreement and watch the merchant pull out the pair of carved trinkets from under his stall with his hooves, which always seem a bit weird to you. Yeah, there's a scientific explanation, and obviously it does work, but hands just seem a lot more physically able to grab things. Anatomy never really was your thing though, and you're leaving town, so the mystery will live on for another day.
"A word of advice before you leave, though." As you pour the indicated four aums of water into the merchant's proffered flask, he gestures vaguely to the west. "If you're looking to sell for a decent price, don't bother with trying with any other Azentu settlements. The big money's in foreign markets, they love stuff from the 'exotic south."
The eye roll indicates what he thinks of that particular reputation, but you appreciate the help regardless. With one last nod and a quick farewell, you stuff the hopefully good investment into your satchel and get moving.
-[x] Travel somewhere else
--[x] Wire Dunes (8-7, 2 days)
At last, you manage to get on the road. Here it is. The first step out onto the path of your pilgrimage. No, exploring that Tenju tower didn't count, it was barely a day away from your hometown. But the Wire Dunes? Two days away from your hometown. It's practically a whole new world.
Still, you need to get there first. And, thanks to your efforts from mapping the roads earlier in the cycle, you were able to take a few quick shortcuts around the more difficult to traverse sections. Unfortunately though, that only lasted until you reach the halfway point where you stopped mapping, and you need to start actually using those navigational skills they made you learn before you left. (Not that you're lost again.)
A quick check of the compass reveals that either the direction north is spinning rapidly or your compass is broken. Great. This is exactly what you needed right now. But, after you walk over at a normal gait to a nearby boulder and sit down without any exceptional outburst of breath, you notice that it stopped spinning.
Thank the stars for small miracles; you don't have a busted compass, you just have the strangest possible luck to keep constantly running into these weird unsolvable mysteries. A little experimentation reveals that there is an approximately fifteen square meter patch of ground where your compass starts doing its best impression of a wheel spoke. It also slightly bends it away from its normal position in a much further radius out; you'd definitely be able to make your way back here if you wanted now that you know what to look for.
There is also not anything at all of note anywhere nearby. If you hadn't happened to pick this exact spot to stop and orient yourself, you probably never would have found this.
Unfortunately, you don't have the time to fully investigate it. You've got just a few days before the rain is supposed to start, and it's probably just a weird magnetic rock or something equally mundane. (Although, a magnetic rock big enough to cause this effect would be interesting.)
After the brief mystery of the spinny compass, arrival in the settlement proper comes without much fanfare. The end of the cycle is nearing, and the usual stream of traveling merchants looking to trade for scavenged relics has slowed to barely a trickle, meaning that you don't meet anyone on the road. Still, getting to see a new architectural style alone is more than enough to make up for it; in the absence of old Tenju buildings to retrofit, the residents have buried bunkers beneath mounds of rubble as protection from the rain. Very cool.
You have learned the following secret:
Compass Thorn
Nestled in the wilderness between Monument Valley and the Wire Dunes, there's a small patch of ground where your compass needle spins wildly. You didn't find anything there, but perhaps that's a consequence of insufficient searching rather than a lack of anything interesting to find.
The meteorologists currently predict that the next rain cycle will come in 4 days and that it will last for 15 days before stopping. You are currently in region 7: Wire Dunes.
-[ ] Explore the settlement
While you've technically visited the Wire Dunes now, just seeing the main road into town doesn't really count in your opinion. You should go look around a little.
Encounter something useful. (3 days, DC 6)
-[ ] Search for an expedition site
You would put a metaphor about the sands of time being ever changing here but those are overused. Something something ancient secrets go find them.
Find an expedition site in a current or adjacent region. Can be performed once per rain cycle. (3 days, DC 5)
-[ ] Look through the markets
The markets here are dominated by scavengers pawning their finds to visitors from other settlements, but you could probably find something useful if you tried.
See what's for sale this cycle. (1 day, DC 1)
-[ ] Sell some of your possessions (Write in number of item if multiple available)
You have too much stuff and not enough water. A problem you know how to resolve.
--[ ] Empty water flask (2)
--[ ] Monument Valley trade goods (2)
--[ ] Tenju mechanical thermometer
--[ ] Tenju kinetic sculpture
(Cannot sell non-empty water flasks or your last water flask. 1 day per item sold, DC 0)
-[ ] Stash something in the wilderness (Write in number of item if multiple available)
It'll probably be fine.
--[ ] Empty water flask (2)
--[ ] Monument Valley trade goods (2)
--[ ] Tenju mechanical thermometer
--[ ] Tenju kinetic sculpture
--[ ] Black ring
(Items stored in the wilderness have a chance to be lost each rain cycle. Cannot store your last water flask. 2 days per item stored, DC 0)
-[ ] Engage in diplomacy No known representatives present.
Dialogue is the foundation of society, and you're proud to take part in it.
-[ ] Establish diplomatic relations
New settlement, new you. Time to get out there and diplomatize some people. (Definitely a real word.)
--[ ] Donei
A former human tribe that survives today as a tightly knit community of scavengers and pawnbrokers that work to turn the mountains of random junk in the dunes into a moderately well-functioning economy. (2 days, DC 6)
-[ ] Consolidate water No water
Something about the weight distribution is a bit off. (Write in the new organization of your water between your flasks. You currently have 0 aums of water and 2 flasks.)
--[ ] Write in
(Free action)
-[ ] Survey the region (Write in number of days to devote to this expedition)
The rains always change the roadways, and people will always need updated maps. It's a very reliable source of funds, if not particularly lucrative.
--[ ] Write in
(Length 10, difficulty 2. Reward: 2 aums of water. Can be performed once per rain cycle, but progress does not carry over between cycles.)
-[ ] Scavenge the dunes (Write in number of days to devote to this expedition)
The titular Wire Dunes have been excavated for centuries and still show no signs of being depleted. You could poke around and try to find something useful, but the locals are very protective of their livelihood.
--[ ] Write in
(Length 15, difficulty 3. Reward: variable. Can be performed once per rain cycle, but progress does not carry over between cycles.)
-[ ] Travel somewhere else (Write which route to travel and the route taken.)
It's time to move on.
--[ ] Write in
(Ends the current turn, but not the current cycle.)
Delays? In my quest? It's more likely than you think. Call today for a free PC check.
When I first started this quest, I thought that it wouldn't be too hard to keep a consistent schedule. Unfortunately, 'whenever I have time' is apparently very easy to turn into 'never', so I'm working on being more proactive in making time to write instead of just waiting for it to show up. Not sure how much progress has been made so far, given our current update timeline, but hopefully there will be some improvement, and I can stop apologizing for delays at the end of every post.
Additionally, I'm still trying to refine the voting options. If you feel like there's something you want to do that doesn't fit into one of the existing options, just ask and I'll see if it would fit narratively. As usual, I hope you're all doing well, and enjoy the update.
It is well known that humans have what is referred to as a 'gut instinct' that aids in the decision making process. It is still somewhat known that the gut instinct is not an innate ability, but is instead derived from symbiotic microorganisms that collectively make up the human microbiome. However, it is sadly quite rarely understood that the microbes aren't just cellular automata mucking around mindlessly and only being useful by accident. They may not be as smart as a person, but they're smart enough to know what they're doing, and that they want to help.
If you had to say, you'd probably place the line of reasoning of microbes not really alive as coming from the impact of the Pathogen Wars around a hundred years ago. Doctors at the time put a lot of effort into propaganda depicting their enemies as an all consuming tide of mindless evil so that they would have an excuse for using chemical weapons like broad-spectrum antibiotics. Regardless of how justified that decision may have been at the time (you're not a plague apologist dammit), the effects it had on the public perception of microorganisms as lacking moral autonomy were devastating to the symbiosis between humanity and helpful microbes. Which, to be clear, are the vast majority of them.
Around this point in your well rehearsed argument about why microorganisms have innate rights, you finally feel ready to think about the actual issue of the current moment, that being Nothr's request. Bolstered by both the positive vibes about the situation that your gut microbes are sending up and the calming effect of having correct opinions, you make your decision.
You give Nothr the card.
It's a bit hard to stomach (pun absolutely intended) giving up your hard earned artifact, and while xyr being a bit worrying what with xem trying to get you to join xyr secret organization and having an unhealthily gray tinge to xyr leaves (sleep deprivation?), you trust Nothr. Xe never automatically disregards your thoughts just because you're 'young' or 'inexperienced'; although to be fair, you don't think it's physically possible for xem to not engage in a debate if given the opportunity.
Xe're your friend, and if nothing else, you can trust your friends. Handing the palm-sized slip of metal over to Nothr, you are treated with the sight of a level of care that seems better suited to a child than something made of indestructible Tenju super-metal.
"You won't regret this, I promise."
Ignoring the weird tone of voice, you give Nothr one last reassuring thumbs up (It's a very versatile gesture.) and let xem go … do something academic with the card. It's out of your hands now.
Nothr will not be available as a representative for an unknown number of cycles.
-[X] [Market] Trade Goods (3 available)
--[X] 2
With the major emotional decision for this cycle out of the way, it's time for the major financial decision of the cycle.
"Just the two?" The merchant that you're talking to cocks an eye at your purchase, but you've got a plan to avoid any possibility of a negative social interaction – lying.
"Yep. I don't want to weigh myself down too much for my pilgrimage." Actually, that does sound like a good reason. Excellent work excuse, you've been promoted to the truth now. (It's definitely not that you're too poor to afford anything else.)
"Ah, you're a pilgrim, are you? That explains it. Quite a few try and get a little extra water by doing some trading on the side, but usually they're leaving dust clouds cycles ago. You've stuck around for a while, little miss."
First of all, not little, and second, … honestly pretty fair. You had stayed at home for an unusually long time. Still, it was all a part of your plan, you weren't just sitting around doing nothing.
Absent any witty remarks, you just nod in agreement and watch the merchant pull out the pair of carved trinkets from under his stall with his hooves, which always seem a bit weird to you. Yeah, there's a scientific explanation, and obviously it does work, but hands just seem a lot more physically able to grab things. Anatomy never really was your thing though, and you're leaving town, so the mystery will live on for another day.
"A word of advice before you leave, though." As you pour the indicated four aums of water into the merchant's proffered flask, he gestures vaguely to the west. "If you're looking to sell for a decent price, don't bother with trying with any other Azentu settlements. The big money's in foreign markets, they love stuff from the 'exotic south."
The eye roll indicates what he thinks of that particular reputation, but you appreciate the help regardless. With one last nod and a quick farewell, you stuff the hopefully good investment into your satchel and get moving.
-[x] Travel somewhere else
--[x] Wire Dunes (8-7, 2 days)
At last, you manage to get on the road. Here it is. The first step out onto the path of your pilgrimage. No, exploring that Tenju tower didn't count, it was barely a day away from your hometown. But the Wire Dunes? Two days away from your hometown. It's practically a whole new world.
Still, you need to get there first. And, thanks to your efforts from mapping the roads earlier in the cycle, you were able to take a few quick shortcuts around the more difficult to traverse sections. Unfortunately though, that only lasted until you reach the halfway point where you stopped mapping, and you need to start actually using those navigational skills they made you learn before you left. (Not that you're lost again.)
A quick check of the compass reveals that either the direction north is spinning rapidly or your compass is broken. Great. This is exactly what you needed right now. But, after you walk over at a normal gait to a nearby boulder and sit down without any exceptional outburst of breath, you notice that it stopped spinning.
Thank the stars for small miracles; you don't have a busted compass, you just have the strangest possible luck to keep constantly running into these weird unsolvable mysteries. A little experimentation reveals that there is an approximately fifteen square meter patch of ground where your compass starts doing its best impression of a wheel spoke. It also slightly bends it away from its normal position in a much further radius out; you'd definitely be able to make your way back here if you wanted now that you know what to look for.
There is also not anything at all of note anywhere nearby. If you hadn't happened to pick this exact spot to stop and orient yourself, you probably never would have found this.
Unfortunately, you don't have the time to fully investigate it. You've got just a few days before the rain is supposed to start, and it's probably just a weird magnetic rock or something equally mundane. (Although, a magnetic rock big enough to cause this effect would be interesting.)
After the brief mystery of the spinny compass, arrival in the settlement proper comes without much fanfare. The end of the cycle is nearing, and the usual stream of traveling merchants looking to trade for scavenged relics has slowed to barely a trickle, meaning that you don't meet anyone on the road. Still, getting to see a new architectural style alone is more than enough to make up for it; in the absence of old Tenju buildings to retrofit, the residents have buried bunkers beneath mounds of rubble as protection from the rain. Very cool.
You have learned the following secret:
Compass Thorn
Nestled in the wilderness between Monument Valley and the Wire Dunes, there's a small patch of ground where your compass needle spins wildly. You didn't find anything there, but perhaps that's a consequence of insufficient searching rather than a lack of anything interesting to find.
The meteorologists currently predict that the next rain cycle will come in 4 days and that it will last for 15 days before stopping. You are currently in region 7: Wire Dunes.
-[ ] Explore the settlement
While you've technically visited the Wire Dunes now, just seeing the main road into town doesn't really count in your opinion. You should go look around a little.
Encounter something useful. (3 days, DC 6)
-[ ] Search for an expedition site
You would put a metaphor about the sands of time being ever changing here but those are overused. Something something ancient secrets go find them.
Find an expedition site in a current or adjacent region. Can be performed once per rain cycle. (3 days, DC 5)
-[ ] Look through the markets
The markets here are dominated by scavengers pawning their finds to visitors from other settlements, but you could probably find something useful if you tried.
See what's for sale this cycle. (1 day, DC 1)
-[ ] Sell some of your possessions (Write in number of item if multiple available)
You have too much stuff and not enough water. A problem you know how to resolve.
--[ ] Empty water flask (2)
--[ ] Monument Valley trade goods (2)
--[ ] Tenju mechanical thermometer
--[ ] Tenju kinetic sculpture
(Cannot sell non-empty water flasks or your last water flask. 1 day per item sold, DC 0)
-[ ] Stash something in the wilderness (Write in number of item if multiple available)
It'll probably be fine.
--[ ] Empty water flask (2)
--[ ] Monument Valley trade goods (2)
--[ ] Tenju mechanical thermometer
--[ ] Tenju kinetic sculpture
--[ ] Black ring
(Items stored in the wilderness have a chance to be lost each rain cycle. Cannot store your last water flask. 2 days per item stored, DC 0)
-[ ] Establish diplomatic relations
New settlement, new you. Time to get out there and diplomatize some people. (Definitely a real word.)
--[ ] Donei
A former human tribe that survives today as a tightly knit community of scavengers and pawnbrokers that work to turn the mountains of random junk in the dunes into a moderately well-functioning economy. (2 days, DC 6)
--[ ] Write in
(Free action)
-[ ] Survey the region (Write in number of days to devote to this expedition)
The rains always change the roadways, and people will always need updated maps. It's a very reliable source of funds, if not particularly lucrative.
--[ ] Write in
(Length 10, difficulty 2. Reward: 2 aums of water. Can be performed once per rain cycle, but progress does not carry over between cycles.)
-[ ] Scavenge the dunes (Write in number of days to devote to this expedition)
The titular Wire Dunes have been excavated for centuries and still show no signs of being depleted. You could poke around and try to find something useful, but the locals are very protective of their livelihood.
--[ ] Write in
(Length 15, difficulty 3. Reward: variable. Can be performed once per rain cycle, but progress does not carry over between cycles.)
-[ ] Travel somewhere else (Write which route to travel and the route taken.)
It's time to move on.
--[ ] Write in
(Ends the current turn, but not the current cycle.)
When I first started this quest, I thought that it wouldn't be too hard to keep a consistent schedule. Unfortunately, 'whenever I have time' is apparently very easy to turn into 'never', so I'm working on being more proactive in making time to write instead of just waiting for it to show up. Not sure how much progress has been made so far, given our current update timeline, but hopefully there will be some improvement, and I can stop apologizing for delays at the end of every post.
Additionally, I'm still trying to refine the voting options. If you feel like there's something you want to do that doesn't fit into one of the existing options, just ask and I'll see if it would fit narratively. As usual, I hope you're all doing well, and enjoy the update.
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