Shadows of the Past

You know what, I have an even better solution than a lama called goat or a stone backpack! We can get more companions, and have them carry stuff :D
 
Minions? ... We already signed up with the evil rebellion, so - Evil Overlord when?

Nah, unless were enslaving the hell out of them, I don't want to stay with Unity. For me, since the thread is pretty fixed on going there, this will be a one time trip to learn about spirits, magic and alchemy, then be gone from there forever.
 
@Azel, can we get a bonus for learning reading in the coming action since Yaxkin was just proven so very wrong that it's a useful skill everywhere? I feel like that would motivate her quite a bit more.
 
I was hoping we'd get a bone dagger so we could coat it in bronze. Make a "White Sun" to our "Black Sun".
I'm hoping for a bone short sword myself. We couldn't have dreamed of all the stuff we have now. I'm stunned at how far we've managed to come. We went from a no-name tribal child to an amateur shaman/warrior who murdered an evil spirit. We went from having a single obsidian dagger to having a bronze dagger and soon to get a Masterwork Spiritbone Bow and a set of Regular Light Bronze Armor (with hopes of upgrading that to Exceptional Light Bronze Armor) with a bunch of bronze and obsidian arrows. Oh, and we're learning how to read. It's insane how much we've grown since we left the tribe.

I'm looking forward to the first magic item we get beyond the communication strand Matlal gave to us.
 
Indeed, can you imagine rolling up to the tribe decked in bronze armour?

Sensei will melt it with her envious glare!

Thinking about it, maybe we should take a trip to that big city close to our tribe's usual route?
 
Indeed, can you imagine rolling up to the tribe decked in bronze armour?

Sensei will melt it with her envious glare!

Thinking about it, maybe we should take a trip to that big city close to our tribe's usual route?
I definitely want to drop by the tribe at some point just to see how they're doing. @Azel did mention a loose plot point we never managed to uncover in the prologue. Didn't he imply that it would be trouble, but that it was also too far gone for us to solve?
 
I would prefer if Yaxkin's goals are to learn about the past and the spirits, not to become rich and get the best gear. Yes, good equipment is helpful, but it shouldn't become the primary motivation.

[X] No. Make some excuse why you want to keep it for yourself.
-[X] Cite it as a means to motivate you to learn reading faster.
-[X] Say you want to be the first to read it. You killed a Fleshweaver and walked through a bonfire for it, after all.

Sounds decent. As long as we suggest that Ixtli may read the codex later he shouldn't be too upset. And actually I am fine with letting him read it at some point, preferably shortly before we leave Tlamaca for good.
 
I would prefer if Yaxkin's goals are to learn about the past and the spirits, not to become rich and get the best gear. Yes, good equipment is helpful, but it shouldn't become the primary motivation.
Good gear is often the difference between life and death. If we didn't have our Black Sun Dagger for example, we would have certainly died against the Fleshweaver. We're allowed to get excited about better gear, being happy about it doesn't suddenly make it our primary motivation.
 
I would prefer if Yaxkin's goals are to learn about the past and the spirits, not to become rich and get the best gear. Yes, good equipment is helpful, but it shouldn't become the primary motivation.
Fleshweavers are low-to-mid power spirits with low-ish durability, and regularly feature on other spirit's diet.

Magical gear is baseline for survival here.
 
Fleshweavers are low-to-mid power spirits with low-ish durability, and regularly feature on other spirit's diet.

Magical gear is baseline for survival here.
To be fair, the stronger stuff tends to stick to spirit touched areas. A Fleshweaver this far away from the Red Forest is pretty rare already.

Vote closed.
Adhoc vote count started by Azel on Feb 28, 2018 at 3:52 PM, finished with 2590 posts and 7 votes.

  • [X] No. Make some excuse why you want to keep it for yourself.
    -[X] Cite it as a means to motivate you to learn reading faster.
    -[X] Say you want to be the first to read it. You killed a Fleshweaver and walked through a bonfire for it, after all.
 
In what regard? It's certainly going to be a rather fancy bow and I'm not opposed to requests for the design.
Inherent strength of the bone, not design. Especially since this particular bone is tough enough to repeatedly dull good sets of metal tools. I was hoping it would be much, much harder to break than the average bow.
 
Inherent strength of the bone, not design. Especially since this particular bone is tough enough to repeatedly dull good sets of metal tools. I was hoping it would be much, much harder to break than the average bow.
It is. You still shouldn't use it to block weapon strikes or whack people with it, but it will take quite dedicated effort to actually damage the thing.
 
Chapter 43: Rest
[X] No. Make some excuse why you want to keep it for yourself.
-[X] Cite it as a means to motivate you to learn reading faster.
-[X] Say you want to be the first to read it. You killed a Fleshweaver and walked through a bonfire for it, after all.

1.6.17.10.10.6 - 6th of the White Storm

You weigh the codex in your hand as your thoughts quickly and firmly settle on what to say to Ixtli. It is not that you don't trust him with this, but you do know that he likes to aid the Wise Men with his research and this won't do in this case. Maybe you worry over nothing and the codex is pretty pointless, but it could also contain knowledge that some would prefer you not to have or hints to other ruins. Given where you found it, it seems not that far fetched that it would contain something about the Stone Men. They were servitors of old Cualli, after all, and whatever caused those in that room to fail might have spurred someone to write down his findings as he inspected them. It might be a very interesting secret that is hidden on these pages, yet you will lose it if you are not careful with it. Maybe you can let him read it after you made sure you got everything of value from it.

Though that is neither here nor there, since the smith's apprentice is still wholly engrossed in the murals you copied. When he got the spare sheets of parchment or the ink pen, you have no idea, but he has started to jot down his own copy of the inscriptions, as the bark is getting more and more frayed as he moves it around. He has a bit more skill at this then you, you realize, for his copies look a lot cleaner than your handiwork. Quietly you join in and point out things you didn't quite manage to draw correctly, which is mostly confined to the constellations you managed to spot among the murals. If the diagrams on them are alchemy, they are nothing like anything Mahuizo taught you, leaving both of you at making guesses what is right and what is slightly wrong.

After a good while, Noche and Xochi seem to be done as the man waves you over. "I think we've settled everything. Took a bit for your friend to explain her rather... peculiar request."

"Not a word." As you glance to her, Xochi waves you off while smiling beatifically. "It's a surprise. I want to see your reaction once it's done."

"That's fine, I guess?" Somehow the resigned sigh of Noche isn't reassuring at all. Neither is the satisfaction your companion is deriving from it. Whatever she thought up, it's probably something memorable, and knowing her, she will promptly try to stab you with it. Playfully.

Before your imagination can run wild with images, the older man coughs slightly in a terribly fake manner to get your attention. "Be that as it may, you two might have to wait a while. I have a bit of a backlog with my work, so your armor will have to be done later Yaxkin. I think the friend of mine who might be willing to do the carving has the same problem. The Wise Men have their own sources, but with weapons being in high demand among everyone else, most artisans are rather busy these days. Might take the better part of two months before you get your things made."

While you didn't expect your order being done as fast as the dagger, it's still a bit annoying to have to wait so long. Xochi looks far less troubled by this and just shrugs. "Fine for me. I still need some rest before my back is healed and blowing some of my money on living the good life for a bit sounds nice. Going to risk my neck with Yaxkin here soon enough again. Poor me will probably get gnawed on by spirits again a few days after you are done."

"You knew the risks when you signed up." You fold your arms and give it your best to imperiously glare down at her, which is a bit difficult, given that she is still a bit taller then you. Nonetheless, she places her hand over her heart and solemnly nods. "Speaking of rest, you know where you're gonna stay while we're here?"

"I know a good inn near the market. A bit pricey, but the meals are good and the rooms nice. I'm not going back to camping in a ruined building now that no one is breathing down my neck about it."

"Anenqui rule?" Given what you heard about them, you are inclined to believe as much, but Xochi just shakes her head.

"No, that was all my dear leader for this trip. Constantly berated me for suggesting to 'frivolously squander my money'. I'm spending my next cold midnight rain under a roof instead of a tarp. However, speaking of the old coot, I should probably look for them. Make sure that they understand that I'm out and leave some of my money there. They won't badger me too much to stay when I pay them out and I would rather have them think it's just plain greed that drove me off." She looks conflicted about the whole matter and you see there might yet have been a bit of loyalty to her group left, which now shines through as she contemplates how to finalize her break with them. The offer to join her is already on your lips as she stands up and cuts you off. "I think I better get going. Need to actually rent that room if I want to sleep in it. I will be over in a few days, and thank you for your help, Noche."

You look after her for a bit as Noche stands and brings her to the door. Nearly two months until your new equipment is done. Maybe Xochi is right and you should just sit back and relax for a bit.

What will you do in the next time?

1.6.17.10.10.11 - 11 Sak -> The charm is functional again. You can contact Matlal and be contacted by him in turn.
1.6.17.10.10.14 - 14 Sak -> Meeting with Iciuhca, the little thief you promised beans for information. Must have a free day or go to the market on that date to meet with her.
1.6.17.10.12.2 - 2 Mak -> The equipment for Xochi and Yaxkin is done.
Long Count Tzolkin Lunar Notes
1.6.17.10.10.7 - 7 Sak 11 Lamat 1.1 Coming First day of the turn
1.6.17.10.10.8 - 8 Sak 12 Muluk 1.2 Coming  
1.6.17.10.10.9 - 9 Sak 13 Ok 1.3 Coming Trial of Steadfastness, Unmaking, bad for Alchemy
1.6.17.10.10.10 - 10 Sak 1 Chuwen 1.4 Coming Trial of Might, Balance
1.6.17.10.10.11 - 11 Sak 2 Eb 1.5 Coming  
1.6.17.10.10.12 - 12 Sak 3 Ben 1.6 Coming good for Alchemy
1.6.17.10.10.13 - 13 Sak 4 Ix 1.7 Coming  
1.6.17.10.10.14 - 14 Sak 5 Men 1.8 Coming  
1.6.17.10.10.15 - 15 Sak 6 Kib 1.9 Coming  
1.6.17.10.10.16 - 16 Sak 7 Kaban 1.10 Coming Trial of Knowledge, Empowering, good for Alchemy
1.6.17.10.10.17 - 17 Sak 8 Etznab 1.11 Coming  
1.6.17.10.10.18 - 18 Sak 9 Kawak 1.12 Coming  
1.6.17.10.10.19 - 19 Sak 10 Ajaw 1.13 Reign  
1.6.17.10.11.0 - 0 Keh 11 Imix 1.14 Decline bad for Alchemy
1.6.17.10.11.1 - 1 Keh 12 Ik 1.15 Decline  
1.6.17.10.11.2 - 2 Keh 13 Akbal 1.16 Decline Trial of Steadfastness, Unmaking, bad for Alchemy
1.6.17.10.11.3 - 3 Keh 1 Kan 1.17 Decline Trial of Might, Balance
1.6.17.10.11.4 - 4 Keh 2 Chickchan 1.18 Decline  
1.6.17.10.11.5 - 5 Keh 3 Kimi 1.19 Decline good for Alchemy
1.6.17.10.11.6 - 6 Keh 4 Manik 1.20 Decline  
1.6.17.10.11.7 - 7 Keh 5 Lamat 1.21 Decline  
1.6.17.10.11.8 - 8 Keh 6 Muluk 1.22 Decline  
1.6.17.10.11.9 - 9 Keh 7 Ok 1.23 Decline Trial of Knowledge, Empowering, good for Alchemy
1.6.17.10.11.10 - 10 Keh 8 Chuwen 1.24 Decline  
1.6.17.10.11.11 - 11 Keh 9 Eb 1.25 Decline  
1.6.17.10.11.12 - 12 Keh 10 Ben 1.26 Decline  
1.6.17.10.11.13 - 13 Keh 11 Ix 1.27 Decline bad for Alchemy
1.6.17.10.11.14 - 14 Keh 12 Men 1.28 Absence
1.6.17.10.11.15 - 15 Keh 13 Kib 2.0 Coming Trial of Steadfastness, Unmaking, bad for Alchemy
1.6.17.10.11.16 - 16 Keh 1 Kaban 2.1 Coming Trial of Might, Balance
1.6.17.10.11.17 - 17 Keh 2 Etznab 2.2 Coming  
1.6.17.10.11.18 - 18 Keh 3 Kawak 2.3 Coming good for Alchemy
1.6.17.10.11.19 - 19 Keh 4 Ajaw 2.4 Coming  
1.6.17.10.12.0 - 0 Mak 5 Imix 2.5 Coming  
1.6.17.10.12.1 - 1 Mak 6 Ik 2.6 Coming  
1.6.17.10.12.2 - 2 Mak 7 Akbal 2.7 Coming Trial of Knowledge, Empowering, good for Alchemy
1.6.17.10.12.3 - 3 Mak 8 Kan 2.8 Coming  
1.6.17.10.12.4 - 4 Mak 9 Chickchan 2.9 Coming  
1.6.17.10.12.5 - 5 Mak 10 Kimi 2.10 Coming  
1.6.17.10.12.6 - 6 Mak 11 Manik 2.11 Coming bad for Alchemy
1.6.17.10.12.7 - 7 Mak 12 Lamat 2.12 Coming  
1.6.17.10.12.8 - 8 Mak 13 Muluk 2.13 Reign Trial of Steadfastness, Unmaking, bad for Alchemy
1.6.17.10.12.9 - 9 Mak 1 Ok 2.14 Reign Trial of Might, Balance
1.6.17.10.12.10 - 10 Mak 2 Chuwen 2.15 Decline  
1.6.17.10.12.11 - 11 Mak 3 Eb 2.16 Decline good for Alchemy
1.6.17.10.12.12 - 12 Mak 4 Ben 2.17 Decline  
1.6.17.10.12.13 - 13 Mak 5 Ix 2.18 Decline  
1.6.17.10.12.14 - 14 Mak 6 Men 2.19 Decline  
1.6.17.10.12.15 - 15 Mak 7 Kib 2.20 Decline Trial of Knowledge, Empowering, good for Alchemy
1.6.17.10.12.16 - 16 Mak 8 Kaban 2.21 Decline  
1.6.17.10.12.17 - 17 Mak 9 Etznab 2.22 Decline  
1.6.17.10.12.18 - 18 Mak 10 Kawak 2.23 Decline  
1.6.17.10.12.19 - 19 Mak 11 Ajaw 2.24 Decline bad for Alchemy
1.6.17.10.13.0 - 0 Kankin 12 Imix 2.25 Decline  
1.6.17.10.13.1 - 1 Kankin 13 Ik 2.26 Decline Trial of Steadfastness, Unmaking, bad for Alchemy
1.6.17.10.13.2 - 2 Kankin 1 Akbal 2.27 Decline Trial of Might, Balance
1.6.17.10.13.3 - 3 Kankin 2 Kan 2.28 Decline  
1.6.17.10.13.4 - 4 Kankin 3 Chickchan 2.29 Absence good for Alchemy
1.6.17.10.13.5 - 5 Kankin 4 Kimi 3.0 Coming  
1.6.17.10.13.6 - 6 Kankin 5 Manik 3.1 Coming  
1.6.17.10.13.7 - 7 Kankin 6 Lamat 3.2 Coming  
1.6.17.10.13.8 - 8 Kankin 7 Muluk 3.3 Coming Trial of Knowledge, Empowering, good for Alchemy
1.6.17.10.13.9 - 9 Kankin 8 Ok 3.4 Coming  
1.6.17.10.13.10 - 10 Kankin 9 Chuwen 3.5 Coming  
1.6.17.10.13.11 - 11 Kankin 10 Eb 3.6 Coming  
1.6.17.10.13.12 - 12 Kankin 11 Ben 3.7 Coming bad for Alchemy
1.6.17.10.13.13 - 13 Kankin 12 Ix 3.8 Coming  
1.6.17.10.13.14 - 14 Kankin 13 Men 3.9 Coming Trial of Steadfastness, Unmaking, bad for Alchemy
Current cost of living: 4 Beans a day

[] Training
-[] Write-In one of the below
Your skills are what keeps you alive, and improving them is always time well spent. Spend a while to train one of the following skills or traits:
Self practice: Bladed Weapons, Archery, Endurance, Perception, Diplomacy, Intrigue, Charm
From Noche: Metalworking, Leatherworking (can organize a teacher for you), Masonry (can organize a teacher for you)
From Ixtli: Metalwoking, Reading & Writing
Time: 5 days, can be broken up

[] Find a Trainer
Not everything can be learned on your own, but you know preciously little people in Tlamaca so far.
-[] Search among the caravan guards and other warriors.
-[] Search among the artisans.
-[] Somewhere else: Write-In
Time: Interrupting

[] Find new lodgings.
Matlal suggested that you should get your own place as to not risk Noche and Ixtli finding out things you do or possess that they shouldn't.
-[] In the Artisan District. (Expensive, Very Safe)
-[] Near the market. (Expensive, Very Safe)
-[] In the better housing districts. (Regular, Safe)
-[] Near a somewhat busy road (Cheap, Occasional Guard Presence)
-[] In the slums. (Free, Unsafe)



[] Gather herbs for sale
The nice herb seller you've met on your first day in Tlamaca told you that she is always looking for something to sell and has a steady buyer for rarer plants.
Uses: Herbalism, Survival, Perception
Danger: Low
Pay: Decent
Time: 10 days

[] Go Hunting
While not formally a huntress, you have trained long enough under one of them do earn a living from it.
Uses: Archery, Tracking, Survival, Perception
Danger: Medium
Pay: Decent
Time: 10 days

[] Work as a Healer
The Wise Men might do most of the healing in Tlamaca, but there is still some room left for you to earn something. Though it might be dangerous to make visits in the less safe parts of the city.
Uses: Medicine, Surgery, Charm
Danger: Medium
Pay: Low to Good
Time: 1 day

[] Go to the Market
The good thing about Tlamaca is that you can buy and sell pretty much anything at any time.
Time: 1 day

[] Work for the Wise Men
Word on the street is that the Wise Men are hiring workers for excavations under their palace again. The work is said to be grueling and dangerous, but the pay is decent.
Danger: Unkown
Pay: 2 Quachtli
Time: 20 days



[] Gather herbs for Alchemy
-[] Write-In for which recipe
Unless you want to buy the ingredients for your alchemical substances, you will have to go out and find some on your own.
Uses: Herbalism, Survival, Perception
Danger: Low
Time: 10 days

[] Perform Alchemy
-[] Write-In which recipe. Requires ingredients. Up to 5 doses made per action.
The greatest skill that you master taught you. When the stars are right, you can make things that go beyond what mere herbs could ever hope to achieve.
Uses: Alchemy
Time: 1 day

[] Make Wound Dressings
It can never hurt to be prepared. Even a small wound might be lethal if left untreated.
Uses: Herbalism, Survival, Perception
Danger: Low
Time: 10 days



[] Join a group to fight bandits.
The banditry problem is still growing strong and some even say it is getting worse. What riches could you take from them?
Time: Interrupting

[] Scout the abandoned village near the Blight.
You had heard about a village near a spirit touched area being suddenly abandoned. The most likely culprit for this, a spirit of some kind, had first discouraged you from having a look for yourself, but with the victory over the Fleshweaver, you feel you can do it.
Time: Interrupting

[] Hunt the Silver Peccari
The price you got for the spirit bones your brought to Tlamaca was staggering. As luck would have it, you have heard about the location of another spirit that you could hunt.
Time: Interrupting

[] Scout for decent campsites near Tlamaca.
-[] Write-In where to look.
According to Matlal, Unity wants to make a permanent camp near Tlamaca to have a presence in the area. Given that this would mean you could learn from them there, it could be good to be a bit proactive about that matter.
Time: Unknwon

[] Attend the trials.
Now that you figured out when they are held, there is nothing stopping you from trying to become a Wise Man. Or Wise Woman in your case.
Must be done on a trial day.
Time: 1 day



[] Travel to Xoxo
During your short stay in the mine, you haven't seen much that would make a journey here worthwhile. The only thing that can be said is that copper bars are a bit cheaper here then what Noche tells you is the price in Tlamaca.
Time: Interrupting, 2 days travel

[] Travel to Zacatl
-[] Alone
-[] With a caravan.
While Ollin has already gone on his way again, you could still go their on your own.
Time: Interrupting, 20 days travel

[] Request to be brought to Nonotzale [WARNING: Can't leave Nonotzale for a while after going there!]
By contacting Matlal, you can request to be brought to the city of Unity. There will be no easy way back for you, but it might be worth it to see the people living there and learning in a place where it is every man and womans right to do so.
Time: Interrupting

[] [Plan] Write-In



AN: And this finally concludes the whole Fleshweaver episode. Your current cost of living went up by 1 bean, to buy a live chicken once a month.
If you want to do anything not available in the actions, just give me a shout.

Finally, one free internet for whoever can correctly guess what Xochi bought.
 
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I'm pretty sure we can't afford anything too expensive right now. Artisan District seems out of reach unless we go on another successful hunt.
 
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