Shadows of the Past

[X] Remain here until Xochi is mostly healed.
-[X] Explore the cave
Adhoc vote count started by Deliste on Feb 18, 2018 at 4:55 PM, finished with 2105 posts and 12 votes.

  • [X] Remain here until Xochi is mostly healed.
    -[X] Explore the cave
    [X] Remain here until Xochi is mostly healed.
    -[X] Investigate the area around the Fleshweaver's lair for any other potential threats
    -[X] Continue the training that was interrupted, if it wouldn't aggravate her wounds.
    -[X] If training can't be done without worsening the wounds, then do some light hunting to get skins so you can carry more Fleshweaver parts on a small litter rather than hauling it all on your back
 
Guess it's time for that, especially if you want to poke more things.
Hell yes. :D I've been waiting eagerly for this.

We trained in the jungle, survived a Fleshweaver, killed a Fleshweaver (which will do wonders for our combat abilities), and survived an insanely dangerous ritual performed while in a bad state of mind (hello alchemy XP).
 
ICly? Nothing at all.
I merely gave out the name since keeping some things secret was becoming actively detrimental for people to understand what is going on.

Something to look into, it's upsetting we didn't add the webbing but I think this Fade damage healing ability is actually going to be key to our future activities.
 
Here is the full XP gains since you departed from Tlamaca until now.
Will be reposted in the next chapter.

Skills:
Full Defense: 2d100 -> 100, 3 points of overflow to Bladed Weapons
Bladed Weapons: 4d100 -> 213 + 3 = 216
Evasion: 6d100 -> 266
Sneaking: 2d100 -> 172
Endurance: 2d100 -> 96
Medicine: 2d100 -> 174
Spirit Lore: 2d100 -> 190
Astronomy: 1d100 -> 81
Alchemy: 2d100 -> 116
???: 2d100 -> 163

Attributes:
Strength: 312
Dexterity: 1120
Constitution: 96
Intelligence: 1006 + 392 (from learning to read, which I kept forgetting to add) = 1398
Concentration: 172
???: 279
???: 163

Now I'm off to edit the frontpage, while @Duesal points out any skill level gains faster then I can. :p
 
Here is the full XP gains since you departed from Tlamaca until now.
Will be reposted in the next chapter.

Skills:
Full Defense: 2d100 -> 100, 3 points of overflow to Bladed Weapons
Bladed Weapons: 4d100 -> 213 + 3 = 216
Evasion: 6d100 -> 266
Sneaking: 2d100 -> 172
Endurance: 2d100 -> 96
Medicine: 2d100 -> 174
Spirit Lore: 2d100 -> 190
Astronomy: 1d100 -> 81
Alchemy: 2d100 -> 116
???: 2d100 -> 163

Attributes:
Strength: 312
Dexterity: 1120
Constitution: 96
Intelligence: 1006 + 392 (from learning to read, which I kept forgetting to add) = 1398
Concentration: 172
???: 279
???: 163

Now I'm off to edit the frontpage, while @Duesal points out any skill level gains faster then I can. :p
Wait, we learned to read???
 
Wait, we learned to read???
You did back in Tlamaca from Ixtli and like skill XP, the XP for a trait also count against an attribute. In the case of reading, it's twice against Intelligence.
I just always forgot to add it to your Intelligence, but remembered it this time.

In related news, you are halfway to your 6th point of Intelligence.
 
You did back in Tlamaca from Ixtli and like skill XP, the XP for a trait also count against an attribute. In the case of reading, it's twice against Intelligence.
I just always forgot to add it to your Intelligence, but remembered it this time.

In related news, you are halfway to your 6th point of Intelligence.

What's our literacy level? Can we write? Are we literate in both forms of writing or just the pictographs?
 
What's our literacy level? Can we write? Are we literate in both forms of writing or just the pictographs?
Neither so far. You still have two thirds of the way to go before you are literate, but you will be in both languages once that happens.

Right now, you might be able to decipher a children's book.
 
Something to look into, it's upsetting we didn't add the webbing but I think this Fade damage healing ability is actually going to be key to our future activities.

If this proves to be true we are doing something wrong, this is not a kind of damage that we should rely on receiving only to heal by eating living creatures later.
 
If this proves to be true we are doing something wrong, this is not a kind of damage that we should rely on receiving only to heal by eating living creatures later.

You just described metabolism.

Magic generally comes with a cost and it doesn't seem as mundane as MP in this setting. I certainly don't intend to be a muggle because it gives us a headache for the afternoon, especially not when it gives other people semi-permanent migraines.

Abuse your competitive advantage.
 
You just described metabolism.

Magic generally comes with a cost and it doesn't seem as mundane as MP in this setting. I certainly don't intend to be a muggle because it gives us a headache for the afternoon, especially not when it gives other people semi-permanent migraines.

Abuse your competitive advantage.

Metabolism doesn't heal by itself and neither needs a still living creature. This is something usefull, yes, but we shouldn't abuse it, if anything, we should find ways to not need it. If you read the rest, our alchemy has a cost in the materials and knowledge, not mp, and if it goes good and is not used directly on a person, there is no damage. So tell me, why should we go after ways to abuse this that can kill us in so many ways, not the least of them ignorance for not knowing how it works?

This is not competitive advantage, it's a safety net with holes we can't see, and it honestly surprises me that someone is so into what can devolve into forced canibalism. A competitive advantage, but still not entirely needed, would've been the one that let's us heal this, and that is why I want to find another fleshweaver once were better and ready to take it. This that we got right now? I'd rather we never get in a situation where we need to use it, and that we can loose it later.
 
Metabolism doesn't heal by itself and neither needs a still living creature. This is something usefull, yes, but we shouldn't abuse it, if anything, we should find ways to not need it. If you read the rest, our alchemy has a cost in the materials and knowledge, not mp, and if it goes good and is not used directly on a person, there is no damage. So tell me, why should we go after ways to abuse this that can kill us in so many ways, not the least of them ignorance for not knowing how it works?

This is not competitive advantage, it's a safety net with holes we can't see, and it honestly surprises me that someone is so into what can devolve into forced canibalism. A competitive advantage, but still not entirely needed, would've been the one that let's us heal this, and that is why I want to find another fleshweaver once were better and ready to take it. This that we got right now? I'd rather we never get in a situation where we need to use it, and that we can loose it later.

Living requires Energy requires Food. That you kill it first is a technicality not always true even in modern humans, there's plenty of live eaten delicacies.

A safety net nobody else has is a competitive advantage and I never said to do this blindly, it should be researched and used carefully in what I believe will be good synergy with Alchemy and pushing it's limits.

If our Alchemy lab has to be half petting zoo to make use of it safely then that's what we'll have to do.

You don't Not wear a seatbelt because you might get whiplash.
 
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Now that we're not going to die horribly and now that Xochi's life isn't hanging by a thread, I get to gloat!

We got lots and lots of XP. While none of it was enough to actually level anything, it was a fair chunk nonetheless.

We got bronze armor worth an absolute fortune.

We got materials from the Fleshweaver (may it burn in spider hell) for a hell of a masterwork longbow for both us and Xochi, and armor plates, and some poison.

We found out that Xochi is the best party member we could ask for.
 
Living requires Energy requires Food. That you kill it first is a technicality not always true even in modern humans, there's plenty of live eaten delicacies.

A safety net nobody else has is a competitive advantage and I never said to do this blindly, it should be researched and used carefully in what I believe will be good synergy with Alchemy and pushing it's limits.

If our Alchemy lab has to be half petting zoo to make use of it safely then that's what we'll have to do.

You don't Not wear a seatbelt because you might get whiplash.

Living requires energy from food, for this? Eating is not true eating, it is a way of absorving what it needs, some spiritual matter that can make dying from this worse than common death, depending on the setting. We need to eat them alive, because otherwise we wouldn't get what's needed from that.

Researching it is pushing it, unless Matlal or his friends already know about it to teach us, and thus unneeded risk. You're just assuming this will go nicely, which it won't, this is the kind of thing that makes a drama in it's purest sense: a good story with a sad ending. And if your seatbelt is made from metal, full of holes, can snap at any time and can cut you with it's rust... Then you don't wear it, you drive in a safe way to not need it. There is simply no reason why we must use it unless we take this specific kind of damage, and it only come from two ways: getting affected by a spirit or doing alchemy on yourself. There is no reason why we must take damage, so why would we seek situations to take damage? You won't cut your hand off simply because you know you can put it back together, your logical compass is pointing down instead of north.
 
and it only come from two ways: getting affected by a spirit or doing alchemy on yourself.

I certainly don't intend to be a muggle because it gives us a headache for the afternoon, especially not when it gives other people semi-permanent migraines.

We specialise in Spirits and Alchemy, we're from the tribe specialising in Spirits, we chose the Spirit Binding faction and acted on their direction to save our lives and gain this trait through Alchemy and Spirit Binding and our character's overarching motivation is learning both the lost knowledge of our fallen civilisation and the details of its falling, said civilisation having specialised in Spirits and having fallen to them also.

What exactly makes you think we won't be experimenting with Spirits and Alchemy?
 
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We specialise in Spirits and Alchemy, we're from the tribe specialising in Spirits, we chose the Spirit Binding faction and acted on their direction to save our lives and gain this trait through Alchemy and Spirit Binding and our character's overarching motivation is learning both the lost knowledge of our fallen civilisation and the details of its falling, said civilisation having specialised in Spirits and having fallen to them also.

What exactly makes you think we won't be experimenting with Spirits and Alchemy?

Since arguing with you is like talking to a wall, I'll give a last thing for whoever is reading to think: we don't control this thing, it takes control of us if we don't feed it frequently. @Duesal, can I ask you to call me back if there's something important before the update? I don't want to come back to a fruitless discussion.
 
Since arguing with you is like talking to a wall, I'll give a last thing for whoever is reading to think: we don't control this thing, it takes control of us if we don't feed it frequently. @Duesal, can I ask you to call me back if there's something important before the update? I don't want to come back to a fruitless discussion.
Sure, I can tag you. That being said I don't think there's all that much to discuss before the next update.
 
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