1.6.17.10.7.6 - 6th day of Water
You are Yaxkin, the new sun, from a tribe of hunters that is roaming the wilds of shattered Cualli to eke out a living among ravenous spirits and the endless jungle. For eight years, you have learned under Mahuizoh the shaman, who has taught you the workings of the spirits, how to heal the sick and wounded, and the how to convince others of your wisdom. For five years, you have also learned under Manauia the huntress. Her lessons were harsh, but thanks to her you know the dangers lurking in the jungle and how to defend yourself from them. Always you were driven by curiosity and even if there were troubles because of it, it has served you well. The glinting of a golden pendant around your neck is a proof of that. For the last year, you have taken care of your old master who was slowly fading from sickness. His death is still recent, but he always said that you should remember those gone with fondness and not grieve their passing.
Today you begin your journey in earnest. The lost lore of your ancestors and the secrets of their workings beckon you to leave your tribe behind and venture out into the world. Manauia had accompanied you for part of the way here, but turned back yesterday to rejoin Icnoyotl, the young man, now shaman of the tribe, who learned along with you. The village you approach is not foreign to you, for your tribe stops here every year to trade with the farmers, and yet it looks distinctly different as you walk up to the gate of its palisade.
When the tribe comes, the village is in uproar. Every of the farmers wants to be the first to snatch some meat and pelts from you for a good price. The village elders and your chieftain have some rather loud talks out in the fields. The whole tribe is busy setting up tents and unpacking this and that to get settled in for the short stay. Traders hawk their wares from the pens where they keep their Lamas and Alpacas. You idly suspect that those too know all too well when your tribe would come to this village, for the number is much smaller now. The route between Tlamaca and Zacatl is the only one you know and so you can hardly judge it large or important, but it always seemed so to you. The village looks so calm and peaceful as you step to its gate that you are surprised to see a guard stepping out behind the palisade to bar your way.
"Halt! Who are you and what is your business here?" The man is not much older then you and garbed in the ayate and cotton that the farmers favor. You must look quite out of place with a loincloth and chest wrappings from raw pelts, you realize. A well-known tribe of people like you is one thing, and a lone wanderer another it seems. Idly you note how awkwardly he grips the spear on his side. Not a true fighter then.
"I'm Yaxkin, don't you recognize me?" Assuming to be known here on sight by everyone was probably a bit presumptuous, but you did spend a good portion of your stay every year taking care of the farmers ills.
He looks rather confused for a moment, but then visibly relaxes. "The little shaman... What are you doing here? We're not expecting your tribe for another two moons."
"Passing through so to speak. I'm on my own and looking for someone to travel with. Though there don't seem to be any traders here right now."
"Oh there are. Two caravans actually, but they camp further in. However, it might be a bit before they depart. Just follow the sound of squabbling." With that he walks back over to the bench you spot behind the palisade and so you walk on.
A few more curious glances follow you through the village as you pass the houses, smaller fields and gardens. The statement of the guard has you a bit worried over your travel plans and soon enough, you hear what he meant. Two men are arguing rather loudly with each other, and from the small size of the crowd you see around the source of the voices you can already guess that this isn't the first time they make a ruckus. Nonetheless, you don't really like the idea of traveling alone in parts unknown, and so you squeeze past an elderly man to find out what this is about. The two man are standing at the divide between two small pastures and wildly gesticulate as they yell at each other. The left pen holds a bit over a dozen beasts of burden, while the right only has two. On the human side the roles are reversed and five rather fierce looking men and woman back up the man on the right, while the left has only two.
"And I tell you again, we can't just turn back. The Wise Men expect this delivery and if I delay it any further, I can close down my business. They won't pay anything for a two months late shipment of half-spoiled fish." With this the man on the left gestures to his wares again. A rather large pile of pots and barrels sit on the side of the pen.
"So what would you have me do? Toss my cargo instead? I've lost most of it to the bandits, may the spirits feast on their bones. I need every man I have to haul what is left. I'm nearly ruined already with those losses, and even if I could get someone else to move everything to Zacatl I'm not risking another attack."
"All I want from you is three of them! And I would even pay you on top of what I pay them! I will give you a Quachtli for every warrior you lend me and another one to the men or woman himself. Isn't that a good offer? Is this not tempting to you?"
"Bah! You want me to throw away wares worth ten times that!"
You drown out the argument which gains a lot more vitriol again and pays for it by loosing all substance. It is not the first time you have heard of bandits, but their attacks are rare due to the caravans being usually rather well-guarded. Either they were strong enough to overcome the defenders or the trader was a bit careless. Given that he still has five warriors here, it's probably the latter. At least it looks as if both of them would hire you if you offer, but joining with them would also make their problems yours. Navigating the trading route on your own shouldn't be that hard, even if you don't know the land, and evading bandits sounds a lot easier for you alone than with a whole bunch of animals in tow. The other question is where to go in the first place.
Mentally you review what you know of their destinations. Zacatl is a rather large trading community near a major river and close to a large ruin called just the Sunken City. Not a safe place from the stories you have heard, and the swamp surrounding it is said to be deadly on its own, even if you don't factor in the spirits living there. However, if you wish to see the world, no other place would offer nearly as many routes to travel on, either on land to other nearby settlements or over the river with the boats that have been said to reach even to the sea. Tlamaca on the other hand hosts the fabled Wise Men and their place of learning that you heard sometimes about. Your master had recommended you to go there if you wished to learn more about the world, and it's also the source of the metal goods you've always had an eye on since you knew what they were. There was certainly a lot you could gain from going there.
What will you do?
[] Join the fish trader on the way to Tlamaca.
-[] Offer to scout for him, so that he can evade the bandits.
-[] Offer to act as a guard and fight the bandits if they come.
[] Join the trader that was robbed to haul his goods to Zacatl.
[] Go alone. You can make the trip on your own and will be safer to boot.
-[] To Tlamaca.
-[] To Zacatl.
AN: A Quacthli is piece of woven cotton and a middling unit of currency. Smaller purchases are done with cacao beans (300 beans to a Quachtli) and large with Tlaltepoztli (also known as hoe money, worth 8000 beans a piece), which are small tokens made out of copper. That took another round of lengthy research to get the ratios right.
And yes, you will get paid for your troubles if you join a caravan.