Shadows of the Past

Prologue 9: Past and Present
You think long about where you wish to go and finally pick the compound of the warriors of old. Great things might still be hidden there and some animals lurking in these halls seem not as scary as whatever spirits might infest the other locations. The others seem a bit relieved when you announce your goal to them, especially Mahuizo, who looked as if he would change his mind and forbid you from going out at all when you inquired about the palace and the catacombs.

Under the watchful gaze of him and Manauia, you carefully cover yourself with the dose of Jungles Scent so that the beasts luring there will not be too easily aware of your presence. Then your dagger receives a coating of a much less benign kind. Curare is used by the hunters quite often due to its effectivity and yet handled with great care for the same reason. The poison itself you had prepared some days in advance, but it must applied fresh to be useful and so you have to endure Manauia watching you like a hawk for the slightest mishap.

66 + 50 (Intelligence) + 70 (Dexterity) + 60 (Herbalism) + 15 (Living off the Land) = 261 vs DC 150
Dagger receives a Quality 12 coating of Curare

Considering there are a few hunters who have keeled over minutes later when they messed this up, it's probably her weird way of showing that she does care about your fate when she insists on a short refresher on the animals whose tracks she found in the area and thus holding you back a while longer. Soon though, all excuses are exhausted and everyone goes their separate ways. Mahuizo and Atl go back to harvesting some more herbs, while Manauia disappears to do whatever she does that nobody is supposed to see. You? You go on the walk that you seem to have waited for your entire life.



The compound is rather well-preserved, all things considered. Legends speak of the bright colors of Cualli cities and how even simple homes were adorned with stunning frescoes which were painted in vivid colors. As you approach the building, though, all you can see is more weathered stone, and only the carvings themselves standing as silent witnesses of what was here long before your time. Moss and lichen haven taken their toll like on all other buildings. and were it not two stories higher than all the others around it, it would not look overly remarkable. A sturdy wall encircles the whole compound and where others crumbled, this one stood against the gnawing tooth of time just fine. You idly think about just climbing it by using the growth on it as footholds, but it is rather high and without a good place to climb back down. You just might get stuck there. Atl would never let you hear the end of it.

So you carefully approach the building that has the only entrance to the walled area. Two large statues flank the empty doorway, though from one of them only the feet and calfs remain. The other still bears his shield with pride, though the moss covering it makes any marking on it invisible. His headdress is made to look like an eagle and carefully-chiseled feathers trail down from his head over the entirety of his elegant armor. What weapon he once bore, you cannot tell. The outstretched arm that should have held it is missing its hand. As you tear away your gaze from the statue, you look into the dark interior of the building. Once, you would have ignited the torch you have with you without a thought, but now you know a lot better. It's not too dark to see in there once your eyes have adjusted, and a torch would be a dead giveaway to anyone, or more likely anything, that would try to find you.

44 + 70 (Dexterity) + 60 (Concentration) + 40 (Sneaking) = 214

You would like to think that you are silent as a ghost as you carefully skulk around the corners, but you rather trust your eyes to see danger approaching than hoping none is there. On every doorway you pause for a bit and listen closely before looking around the corner to see if truly nothing is there. So far, that's sadly true. The rooms you find are empty save for a few piles of dirt, grime, and the few plants living on them. After a while, though, you find a stairway upwards and eagerly climb to the very top. If nothing else, you will get a good view of your surroundings from up there. The first few rooms are just as boring as the last, but then you find something quite extraordinairy.

With slow steps, you enter a great hall. The left to you is nearly open to the outside, with great arches letting in the sun and offering a great view on the entire city over the ferns that haven taken residence on the floor. The room is taken up by row upon row of stone benches with a raised dais on the opposite end of the room from where you entered. The best part is the wall to your right. Protected from the sun and rain, the fresco on it looks outright pristine compared to all you had seen before. The paint is still flaking off and probably bleached out, but its still there. You can still see the colors it was once meant to have.

And what scenes it shows! Row upon row of warriors in their armors stand on these pictures side by side. You recognize the armored statue you had seen at the entrance and have to see that it was not nearly as dull brown as you imagined. The feathers are shown in vivid colors. Most warriors have green feathers, some with blue mixed in and only a few sport a coat of nothing but deep blue and red. They fight grand battles against weird people who hide their face beneath cloth on some yellow ground with no tree in sight. Strange birds soar above them, raining down arrows on their enemies, and a mighty priest behind their lines that seems to call down the wrath of the spirits or gods of old. You greedily drink in every little bit of the painting. Your hand idly trails over the wall as you imagine who these men might have been. Who their enemies were. How it would have been to stand beside them and see the strange place they fought in.

Your hand gets caught on something and you at first assume it to be a crack in the wall, until you look closer. Silently you take a step a back at the image carved beneath the fresco. A human skull was hastily hammered into the wall with no care or skill, but what looks like a lot of desperation. Beside it are letters written, but while you recognize them as such, you have no idea what they might mean. Was it a warning? A last desperate message from the defenders of this city as the spirits' wrath struck them down? The exhilaration of having found this place drains out of you far too quickly as you remember where you are—the ruins of an empire that died long before even your father's father was born. You would never get to see the events depicted here to unfold before your own eyes, for all they were showing, all they stood for, has lain dead and crumbling for untold years.

With somber thoughts you walk over to the only door leading out of the hall, back near the dais, and into another small room. This one looks rather plain again, with a rotten desk of wood still recognizable in the pile of dirt and plants in the center, but it has a window out into the courtyard that you quickly use to check what is there. After a large open space comes another building with two stories that is surrounded by long a series of long and narrow buildings which enclose a total of eight smaller courtyards. The plants stand rather high there, but not enough to really hinder you from venturing further. You stand and watch a good long while, but nothing seems to move down there. So much for the expected cavalcade of wild animals trying to make your their next meal it seems.

41 + 50 (Intelligence) + 60 (Concentration) + 60 (Perception) = 211
Pass

Minor Treasure found!
Rolled: 91

As you turn to leave, something catches your eye. You nearly dismissed it as a trick of the light, but then bow down and gingerly run your hand over the dirt. As you push against it, a tiny sun rises from the muck and shines into your face.
You catch yourself just in time from whooping in joy as you pull the little thing out of the dirt. Carefully you brush the grime away as it lays in your hand and you are certain that his journey was worth it for this treasure and the things you saw.

It is in good spirits that you go back down the stairs, yet it seems as if you are not allowed to remain happy too long today. As you peek out around the last turn of the stairs before being back on the ground, you spot something standing in the dark. It's a mangy wolf and a rather young one at that, but something is off about it. It stands far too calm and rigid and for an animal. It would actually give a good impression of a statue.

67 + 50 (Intelligence) + 60 (Concentration) + 60 (Perception) = 237
Pass, but you wish to unsee.

49 + 50 (Intelligence) + 50 (Concentration) + 60 (Spirit Lore) = 209
You have no idea what this is.

You have just picked up the weird gleam on the side facing away from you that made it look as if the wolf is bearing a tiny torch on his other side when something rustles deeper in the building. The wolf turns and you have suppress a gasp. The left half of its face is just gone. Torn away right down to the bone.

The left eye is just an empty socket with maggots squirming around in it, tiny insects that glow an eerie orange hue crawl over its flesh and with a start you see one of them bore right through his skin. A tiny bulge under its flaking pelt makes you realize that its crawling beneath its skin. In its flank, huge holes were torn or more likely eaten. You can look right inside its body and see more of tiny insects crawling and maggots squirming over its clearly visible ribs. There is nothing where its organs should be and it seem its skin is just a hollow shell, kept in place by strings of black material that look like tent poles keeping the skin aloft where no flesh is beneath to do so anymore.

Yet despite this horrific damage, the wolf moves just fine! The pelt that is left is even moving normally as it moves around. Were it not for the holes in its side, you could mistake it for a perfectly normal wolf. Just now you notice the dull buzzing coming from it and the insects flying away from it just to return after a moment.

Whatever had made that sound, the wolf was no longer interested in it. It turns around to face the entrance and only exit to the compound again. You somehow got the feeling that it has a lot of patience to wait for whatever it is looking.

What do you do?
[] Try to distract it and flee.
-[] Write-In how.

[] Try to find another exit on the second floor.

[] Try to sneak past it and deeper into the compound. It will hopefully be gone when you return.

[] Write-In



AN: Congratulations on your first treasure. It's even a nice one. Don't mind the guard dog.
 
Prologue 10: Strange Tidings
Slowly you pull your head back around the corner. The thing doesn't seem to have noticed you yet, and you dearly hope that won't change. The special oil coating your skin was probably a good idea. To fight a spirit with nothing but a knife would be folly, even if this thing hardly looks as if its torn skin could shatter a knife. It would still be rather pointless to try and spill the blood of something that quite obviously has none anymore. Distracting it is right out too, for there is no telling if it would move at all or how far. So you creep back up the stairs into the middle floor in the hopes of finding some other exit.

83 + 70 (Dexterity) + 60 (Concentration) + 40 (Sneaking) = 253

Nothing stirs on the second floor. Just empty rooms all around you. Yet your heartbeat sounds like a drum in your ears and makes you fear that it will drown own the soft footfalls of the beast, should it find and follow you. For a moment you think about jumping out of the next best window to the street, but it's bound to hear that from its place and so you slowly go on. It's almost a let down when you creep out of the last window in the corridor onto the wall encircling the compound. A cautious glance to the courtyard reveals no further spirits and another glance cast backwards shows no pursuer either. You still take a while to get far enough away from the building on the slippery stones to consider the descent safe, and after you jump down from it you run a few streets on for the spirits and predators alike love the unwary, but the ruins are just as empty as they always were. The spirit of that place seems not keen on hunting you down, now that you are gone.

A quick tug on your belt pouch opens it and gleaming sun rays are reflected back at you. The price for your daring is still in desperate need for a good wash and yet it could not be more beautiful to your eyes. You explored a ruin, found a treasure and even managed to outwit a spirit in the process. It's not a threat for your life that has you breaking into a sprint this time, but the urge to tell everyone who will listen about this trip and see their reactions.



The reactions are not what you expected. At first, everyone is contend to just listen in, though Manauia looks a bit tense ever since she had rejoined your group. Atl even asks all the right questions for you to brag a bit and looks suitably awed about everything. Things change when you mentioned the spirit in a wolf's shape and see with a start how Mahuizoh goes pale at its description. You try to get your master to tell you why he looks so worried all of the sudden, but he just makes you repeat the description, twice even, before letting you continue with your tale without even really listening anymore. The huntress hasn't spoken a single word the whole time and while she was hardly one for idle chatter, she doesn't even offer a single sardonic comment as usual.

Since then, everything wrong somehow. The trip back is just as quiet and a tension hangs around the small band. Atl and you are going ahead, a first in all your years, while shaman and huntress follow you in an appreciable distance and hold a conversation in hushed tones. You don't think you did anything wrong or you would have been chided for it, but to not know what's wrong is somehow worse then any scolding you ever got from your master. You steal another glance at your small treasure, now cleaned from all remaining dirt. The old man was quite enamored with the piece, having never seen a calendar smaller then a flagstone himself and the retelling of your story had nearly drifted off into a well meant refresher on how to read the circles of the world. You whatever mess you've stumbled into was worth it.



The hope that the tension would ebb away in the coming days didn't bear fruit. Quite the opposite. First Mahuizoh spend hours on end in the tent of the chief, and while usually anyone could listen in on talks of public matters, guards had been placed in front of the tent and briskly told everyone approaching to go away. From there it had spread and the entire tribe was soon on the edge. The offerings were made ahead of schedule and camp was broken early despite the hunters making good catches. Worst of all, some of the tribe looked at you as if you had the pox. Even on the march, your small group wasn't walking in the center of the procession with the young and the expecting mothers, but with the potters and gatherers in the back.

It's a night on the march, with your small fire being a bit away from everyone else when you break the silence. Manauia still stands guard next to the fire and seems ill-at-ease while Atl glances worriedly between your master and you. "I shouldn't have gone. Right?"

The smile he puts on is weary, even if he tries to hide it. Too much time you have spent with each other to miss the tiny signs on each others faces. "Nothing you have done was wrong Yaxkin. The spirits would have struck you down right then and there if you had."

"The tribe seems to think otherwise..." Your gaze wanders back towards the flames and you draw your knees to your chest. It's getting colder at this time of the year. That you remember the day where your father ignored you when he came back from his last hunt has nothing to do with it.

"You're a shaman. Don't let fools do the thinking for you." The huntress doesn't raise her voice, she never does when not in a fight, and yet the statement rattles you like a shout.

"That's hardly a useful attitude to instill in her." He sounds offended, but you don't miss that your master hasn't said that she is wrong to have said it. He turns back to you and puts on that fake smile again. "There was just some disagreement, that is all. The chieftain is worried about the tribe as it is his duty, and your meeting with the spirit rattled him a bit. There was some hotheads who thought you insulted them by your deeds, but I managed to get them to listen to reason. The spirits never cared about shiny things before, so why should they start now? The offerings went as well as every year in that spot too and the whole matter will be forgotten in a bit. It's just so long that anything out of the ordinary happened with the spirits that they forgot to heed a shamans wisdom in those matters."

You don't really feel like discussing the matter in any more depth. Everything returning to normal would be alright with you. One thing though still burns in your mind. "Should I... give the calendar back to the spirits next year?" It pains you to even entertain the notion of giving your treasure away again and you dread to her a certain answer that yet doesn't come.

"No. The spirit has let you go with it, so it's fine for you to have it. I would ask you to keep it out of sight though until the heads are calmer again. Little reason to rile them up any more."

A snort draws your attention back to Manauia again. "I say wear it. It makes a fine addition to your necklace. Let the morons see how wrong they are when you run around with it and yet the sky isn't spitting lightning and serpents to murder you."


What do you do about the necklace?
[] [Necklace] Keep it hidden in your belt.
[] [Necklace] Add it to your necklace.
[] [Necklace] The visit to the farmers village is coming near, trade it away for something.



You stare into the fire for a long while that evening. Mahuizoh is long asleep, and even Atl has tucked in before you for once. Only Manauia keeps her silent vigil as you let your thoughts drift. You give a start as she finally breaks the silence. "It's late. You should sleep."

"So should you. If you sleep at all."

A tiny tug on her lip is all you get out of her. Then she glances at Mahuizohs sleeping body for a moment before setting a serious gaze on you. "One question for you little shaman. Something you should set your well-trained smarts on. If it's the shaman's duty to interpret the spirits will and commune with them, why is he never present when the tribe makes offerings to them?"

That... is indeed weird. You had never questioned it before, since it had always been so since you could remember, but it made little sense if phrased like that. Before you can ask her anything though, she is already gone again as if dissolved in thin air.

Your sleep is uneasy that night, with far too many questions whirling through your head.



In the morning, all the seriousness of last night seems gone. The tension certainly isn't, but just knowing what is going on is helping you to carry on. Another two years of apprenticeship have passed. Two more and Atl will already be done and be considered a man, while you have only reached the half-way point. The future seemed rather clear to you so far, but not anymore.

What will you concentrate on in the next two years?
Due to the debt owed to you by Manauia, she has agreed to train you in the skills of a hunter.
Additional Main actions available.

Pick 2 Main activities:
[] [Main] Healing and Plant Lore
[] [Main] Spirit Lore
[] [Main] Social Skills

[] [Main] Fighting. Pick two skills to focus on.
-[] Bladed Weapons
-[] Bludgeoning Weapons
-[] Spears
-[] Bows
[] [Main] Tracking and Stealth
[] [Main] Survival and Animal Handling

As you have grown older, you can work for longer hours.
Pick 4 secondary activities:
[] [Secondary] Train a single skill: Write-In
(Alchemy is unavailable, since Mahuizoh only knows the basics of the field himself.)
[] [Secondary] Pick another Main action (Takes two Secondarys): Write-In

[] [Secondary] Explore the ruins when you tribe is in the area again. Pick two:
-[] The Palace
-[] The Catacombs
-[] The Warrior's Compound
-[] The Serpent's Home
-[] The Temple
-[] The Granaries
[] [Secondary] Explore the jungle.
[] [Secondary] Attend the offerings to the spirits.
(Mahuizoh tells you that this would stir up needless trouble.)
[] [Secondary] Gather herbs and perform Alchemy once the stars are right. (Write-In what. Up to 6 doses can be made for every time this action is taken.)
[] [Secondary] Do something different: Write-In



AN: If you wish to trade the necklace, that will be handled in a different updated. Please make it clear which Main action you take as your usual allotment and which one you take instead of 2 secondaries. Gaining an attribute point is assured for the regular Mains, but not any additional Mains bought with Secondaries.

Talking is a free action by the way. If you wish to talk to someone, no matter about what, just do a write-in.

Plan format for the turn vote please.
 
Prologue 11: Unspoken
"What did I tell you about keeping it drawn?" The poke in the shoulder with her spear is a lot gentler then you remember them from before your fight. Manauia might claim that she isn't going soft on you all she wants as far as you care, but she does treat you markedly different. That slight glimmer of viciousness is gone from her reprimands, and when she now tells you that some tough love forms the character, you are inclined to believe she is sincere.

"That it just tires me out and I still won't hit anything. It's just..." Slowly you put your bow back down. It's fine bit of craftsmanship that she got you as part of your prize. How she managed that while most of the tribe still treats the four of you like something unpleasant they stepped still surprises you. Sadly the matter didn't just blow over and even now, nearly a year later, the shaman's tent stands at the edge of the camp and the young hunters hurriedly find something else to do when you approach the targets.

"Just stay focused. It's not any different from this distance. You've done decent at the middling range, so it's time you learn this." Briskly she walks around you and looks at your posture. Knees lightly bent as if ready to crouch down at any moment. Torso angled slightly forward to give a smaller target. It was rather galling to see the hunters apprentices your age being allowed to stand upright when they where instructed to shoot as far away as you did now when you had to do this. Now that she was putting actual effort into it, Manauia was a great teacher. It was just that she firmly believed that you had three steps of walking and the fourth one better be the start of a sprint.

On the other hand, you hardly asked her for this with expectations of an easy time. She was no more harsh or demanding then before and the results proved her right. Deftly you draw back the string again and let the first arrow sail towards the target made out of woven leaves. It strikes slightly to the side, but it's still a hit. Then you start walking perpendicular to it and try to hit it again. The first two shots go wide, but the last one strikes nearly the center again. You would have let loose another one had you not notices the side of Manauias spear coming for your legs. Jumping above it is not a problem with how slow she struck, but you botch the landing and have to drop your bow to catch yourself.

Bladed Weapons
Main (Fighting) -> 12d100 = 713
Bladed Weapons - 2 (133/600) -> Bladed Weapons - 3 (246/1000)
Trait: 73 -> No

Archery
Main (Fighting) -> 12d100 = 628
Archery - 0 (0/100) -> Archery - 2 (228/600)
Trait: 98 -> Yes
Second Trait: 29 -> No

Evasion
Secondary (Fighting) + Passive (Hunter Tribe) -> 8d100 = 401
Evasion - 2 (269/600) -> Evasion - 3 (70/1000)

Survival
Passive (Hunter Tribe) -> 2d100 = 117
Survival - 2 (560/600) -> Survival - 3 (77/1000)

Tracking
Passive (Hunter Tribe) -> 2d100 = 109
Tracking - 2 (9/600) -> Tracking - 2 (108/600)

Endurance
3x Passive (Fighting, Hunter Tribe, Sneaking) -> 6d100 = 451
Endurance - 3 (85/1000) -> Endurance - 3 (536/1000)

Sneaking
Secondary (Sneaking) + delayed 1d100 for sneaking past a spirit -> 7d100 = 349
Sneaking - 2 (332/600) -> Sneaking - 3 (81/1000)
Trait: 91 -> Yes

Perception
3x Passive (Hunter Tribe, Sneaking, Social) -> 6d100 = 275
Perception - 3 (251/1000) -> Perception - 3 (526/1000)



New Traits

Archery -> Shooting in Movement
You have trained to fire a bow while on the move. Receive no penalty for using the Archery skill while sneaking or running.

Sneaking -> Sneak Attack
You have learned to ambush your foes. When you attack someone out of hiding, you gain +5 on your attack for every degree of success of your Sneaking check against the targets Perception check.



Attributes

Main Action (Fighting) -> +1 Strength

"Alright. We'll call it a day. Third time in a row this happens and if I strike any slower, I'm going to doze off while trying to hit you. Drink something and rest a bit. I will try to find the arrows."

You just nod and rise again, dusting the worst of the dry sand off your knees and hands before settling on a nearby log. Slowly you sip from the jar of water you had packed while waiting for the huntress to return and give you the arrows that survived their flight. Only the two from the target are still in good shape and quickly go back into the quiver. A comfortable silence settles over the two of you and yet you plan to break in a potentially quite rude way. Manauia was never a very talkative person, and you knew next to nothing about her. Though you also had never asked before.

"Say. Why are you always with us? You are a huntress. Shouldn't you be leading a party now and then?"

"Finally tired of me?" You worry a bit at those words before spotting the slight smirk.

"For years actually. You have a talent for that." The reply comes easily and then there is silence again. She doesn't look as if she was ignoring you, just thoughtful, and so you wait patiently for the answer to the question that has kept you guessing for quite a while.

"Somebody needs to protect the shaman. The old man is important to our tribe after all. Wouldn't do if some beast would tear out his throat and nobody is there to help him."

You slowly shake your head. You are coming ever closer to being an adult and so it's only right that you no longer fall for these easy lies for children. "Makes sense when we are out and about. Why do you stick around even in camp though? The hunters farther out make sure that nothing comes that far and yet you stand guard at our tend for so long that I sometimes wondered if you ever slept."

She sighs deeply at that and takes a sip from her own jug. "That's what I get for setting you up to prod Mahuizoh. You obviously come to me instead. It's not fair that he gets the bright student and I always get the nosy brat from you."

"I did think about just asking him the same question you gave me, but..."

"He would have just blown you off, so you didn't bother. He is quite good at that. Long practice. Makes you even feel good about it when he knows just where to prod." That throws you off a bit. It sounds quite rude to put it so, and yet you can't really deny her words. You slowly realize that she isn't the only one in your group you know nothing off. Despite your last years being filled with his voice, you don't know a bit of Mahuizoh either. Many stories about things he did, people he has met and wondrous places he heard about, but nothing about his past.

She startles you a bit as she resumes speaking after spirits know how long. "I've made my peace with the whole story long ago, but you can't really outrun your own past and it has a habit of catching up with you." The nod towards the hunters eyeing you from a far is nearly imperceptible for anyone that doesn't see her as much as you do. "I won't tell you everything, for that's not my place, but just the bit that concerns me. I've had a older sister long ago. A bright girl and curious to boot. Always looked up to her. One day, she became Mahuizohs apprentice, the first of the four he would take over his lifetime, and everyone was so proud of her. Yet she couldn't quite keep her head down and always stuck her nose in things that struck her fancy. A lot like you to be honest, she just didn't have your luck."

"One day, the two of them set out with offerings for the spirits and two hunters in tow. Few remember about the matter and even fewer would speak about it if asked, but what everyone knows is that Mahuizoh came back alone with a dying girl on his shoulder. Of the two hunters they would only find broken spears and shattered bones, not even a drop of blood on them. Two days the old man tried to fight her wounds and fever, but it was for naught." She pauses there as her voice is growing heavy. You don't even glance at her. Whatever emotions this brings up are hers and hers alone. After a while, she resumes the tale as if nothing happened. "I will not claim to have reacted calmly to that. The mood was tense in those days. Lean pickings for a few moons and then the spirits attack an offering party. Mahuizoh always said that he forgave me for the things I've said back then, but I don't think he should have. So I became a huntress and vowed to make it up to him."

It takes a while to process it all. When you had just come into your apprenticeship, you liked to fantasize that the strange woman that always disappeared when you didn't look at her where a bound spirit or something of the like. In the end, Manauia is just a woman with her own regrets and failures.

"So this is why we don't go to the offerings."

"No. That's only the beginning of the tale, but as I've said, the other parts are his to tell." With that she raises abruptly and briskly walks towards the treeline. You let her be.



As you return to your shared tent, you see Atl and Mahuizoh sitting in the center. Atl draws constellations into the sand under the shamans watchful gaze while getting corrections from him now and then. With the end of his apprenticeship fast approaching, he is being drilled hard on all the subjects he still has gaps left to fill in. It's rather convenient that you have taken up some more martial training and thus the two have a lot of time for it.

Your eyes though are always drawn to your masters left hand these days. Manauia had told you that it wasn't new and the old man was just good at hiding it. Two apprentices meant a lot of possibility to foist of the delicate work on younger hands, but the signs have grown too obvious too ignore. His left hand shakes. You can't remember the last time it didn't. Mahuizoh the wise old shaman is sick and no herb, paste, or alchemical compound either of you know can heal it. Worst of all is that it seems to be more then just his hand these days. The man who drilled you mercilessly to always mark the ingredient pots and put them in their proper place, who taught you how to measure the proper boiling time of herbal extracts by listening to your own heartbeat, is sometimes searching for things in his own tent. On every other man it would look so normal and yet when you see him...

"Ah, Yaxkin. Done with your other master? Sit down, sit down. We are just wrapping up the the paths of the wanderers here." He does notice your worried glances and yet he easily washes them away with a few kind words and pretending that everything is normal. It's probably only that Manauia spoke so bluntly about that skill of him that you notice it even now. His smile slowly fades as you stand there unmoving. "Is something troubling you?"

Do you wish to speak about something with your master?
[] No. Enough bad memories dredged up for a day.
[] Yes. About:
-[] About his first apprentice.
-[] About Manauia and her duty to him.
-[] Why the villagers keep glaring at you four.
-[] Write-In



AN: You can talk about as many topics as you wish.
 
Prologue 12: Shattered Trust
You carefully settle down before answering him. There is much that troubles you, especially after the revelations of this day. Where to start, though? After a few tense moments you settle on the present. The past is the past and nothing you do will change it, so there is not much point in dwelling too much on it, except for those matters that still affect you.

"It's been nearly a year. Not much longer until we are back at the site near the ruins." Back then he told you that it would be only a matter of time until the suspicious glares stopped again. Was this another lie to reassure you? The question remains unspoken and is all the louder for it, yet he still doesn't answer it. Atl just looks awkwardly between the two of you and Mahuizo stares at the circles and lines drawn into the sandy floor. The silence stretches.

"It is getting better. It's just slow." Atl's words don't carry a great deal of conviction and sound more like something squeezed out of him by the pressure. "The chief is talking to me sometimes. He understands at least. I'm sure the others will follow."

"I think so, too. The hearts of men are fickle things sometimes, and at others they keep their set path as if it was carved into them. When we pass the next camp again, they will see that there is nothing to worry about." Immediately Atl perks up at the reassurance by the old man and they share a slightly uneasy smile. You dearly wish to join in, but you won't let the matter drop now.

"Was there ever? You never told us about what the spirit that I met was. Everyone else seems to know and somehow that makes them blame us for something." Your left hand settles on the belt pouch even now carrying the prize of your daring and the reminder of your folly. Often you wondered if you should have gone to another place in the ruins or maybe not at all. Had you known the consequences back then, you would have done something different or at least kept your mouth shut about it. But that too is in the past and beyond your reach to change.

Mahuizo just slowly shakes his head and draws idly in the sand with his good hand. With slight guilt you notice that the tremors in his left have gotten worse since you've entered. "No, they do not know. They just suspect and cast blame in their fear. Not a spirit it was in that body. Uncountable. The wolf you described to me was nothing more than a vessel for them."

You blink once and think back on that day. Now that he has spelled it out for you, it seems so obvious. True, it was a decaying carcass moving around and yet it was not truly decaying. It was more like the jaguar cape of the hunters, except far less taken care of. And while rotting bodies normally attracted all manners of insects, there had been just the one kind in this one. "The glowing moths? They are spirits? All of them?"

"Yes and no. If they are one great spirit in many bodies or a myriad of tiny ones that work in perfect accord, I can not truly say, though I suspect the latter. Flesh Moths they were called by my master. Harbingers by the tribe at large, back in those long ago days where we last saw them, for each one is an ill omen all in itself." As you glance down at the floor, you notice that his drawing wasn't so idle. A small image of a wolf is there and he carefully pokes tiny holes around it. "Not every one of their hosts looks like the one you saw. At first, their victims look just fine."

You wait a bit for him to finish a drawing of a man approaching the wolf. "A single one of them is all that it takes." At that he adds a sharp line from one of the dots to the man. "They burrow into the flesh with ease. It barely hurts as they slip right through your skin. They crawl around and lay their eggs, just like a true insect would, but the maggots will not have to feast on rotten remains. You will not feel any pain or great discomfort as they consume your flesh and weave their nest in its place."

As he finishes drawing the small cavity in the man's arm, he looks first you and then Atl straight in the eyes. "There are signs of their presence. Many subtle ones that might have entirely different reasons. The only true way to check is to pierce the skin and pray that it is just blood spilling forth." At this he points to many healed wounds on his left hand and arm. You always assumed he had hurt himself with the shaking somehow, but you can guess what he will say next.

"A slight numbness to the arm now and then. Maybe a prickling in your toes. Others might notice your hand shaking. As they consume more and more of their host, his movements will become slightly wrong." Here he draws more cavities into the man. The arms. The legs. The body. Finally, the skull. "He will forget things as they spread to the skull. Speak a bit oddly at first as the spirits start to steer the hollow shell left behind. Always seeking a new home to lay their eggs within."

"They think you are infected by it." Atl is the first to speak it, and you have come to the same conclusion. Something, though, is still wrong with his story. You drone out his description of the failing host becoming ever more desperate to seek new bodies, for you have seen that part of the process on your own. What is he distracting you from?
Perception
Yaxkin: 58 + 50 (Intelligence) + 60 (Concentration) + 60 (Perception) = 228
vs
Mahuizoh: 17 + 50 (Charisma) + 70 (Concentration) + 100 (Intrigue) - 20 (Beginning Dementia) = 217
Caught him distracting you again.

"Wait." You draw their curious glances to you with that single word cutting through their conversation. "You have just shown us the scars of you checking for the things, but Manauia told me that you've had the tremors at least a year before that day. You knew that this wasn't the reason for them, since you had no reason to suspect them if nobody saw them for so long." To see the defeated expression on his face as he turns it away from you hurts, but you can't stop now. "You did it to show them. You've proven to them that there are no spirits under your skin and they still don't believe you."

A slow nod is all the acknowledgement you get. Silence descends again as if to bury this again and you will have none of it. He lied to you. Only by omission maybe, but that didn't change anything. "Why?" You rise as you speak the word. "Why did you lie to us?"

"None of this will matter in a while longer." He raises his left hand to punctuate his statement. "It saddens me that you have to bear the burden along with me, but it will follow me to the grave soon enough. All I hope for is to give you two all that you will need for your future."

"Don't. Just stop with this. What is this burden? Do you want us hated for all our lives without even knowing why if it isn't gone with you? You are our master. We are your apprentices. We have a right to know the truth."
Intimidation, no physical attributes allowed, substitute a second mental
Yaxkin: 88 + 50 (Intelligence) + 60 (Concentration) + 50 (???) = 248
vs
Mahuizoh: 45 + 60 (Intelligence) + 70 (Concentration) + 60 (???) = 235
2 Successes
He sighs deeply in defeat. "They think our ways are wrong. That we shouldn't commune with the spirits and just leave the offerings for them. As they see it, to interact with them any more then that is angering them or simply drawing them to the tribe to wreak havoc upon us. There are other, more outlandish and vicious claims I've heard, but this is the gist of it."

"And who are 'they'?"

"I will not say. If they haven't said these things into your faces yet, then there is no point in revealing them for you to answer their fears with hatred. I did not wish for this, Yaxkin. In that you have to believe me. All I wanted was to shelter you from the worst of it while I still can. There is no point to all of this and nothing you could do, so why should I have told you all this? Does the knowledge takes the sting from their glares or sooth the wounds they left? I merely wished for you to not spread the enmity even further. It was just for your own good that I hid this from you."

Then he falls silent and you know that no amount of pressing will get you any further. You quickly glance at Atl and see the confusion written plainly on his face as his eyes dart between you and old shaman, who seems as if he gained another two years today.

What will you do, now that you know?
[] Storm out. This was not his decision to make for you.
[] Stay. You will not forgive him for his lies, but neither will you abandon him.
[] Apologize. In the end he meant well and that weighs more than his methods.
[] Write-In



AN: I nearly thought that Mahuizoh could wiggle out of this. Took him long enough to roll anything below 70.

If Yaxkin comes off as a bit harsh here, remember that she was treated like a leper by her own tribe for a year now. There was a lot of pent up frustration riding along.
 
Prologue 13: Mending
You take a few calming breaths. It still hurts that Mahuizoh was hiding this from you, but he is right. It doesn't really make you feel any better about the situation to know the reasons for it. Quite the opposite, if you are honest with yourself. "I'm sorry. I shouldn't have lost my temper..." Then you sit back down, and it is your turn to stare at the floor. He meant you well, even if you don't like what he did. After he cared for you for five years and taught you most of what you know today, you can't really be angry at him for a single bad judgement.

"There is nothing to feel sorry for. I shouldn't have kept you two in the dark for so long. I'm just glad that..." You glance up as he trails off and catch him shaking is head with an uneasy smile. "What's done is done, and all that matters is that we are still here together."

That is what makes you spirits slowly lift again. Those who should be your family by blood have barely talked to you in years past, and at some point that bond had simply faded. But you still have a family. In its own odd way, Mahuizoh, Manauia, Atl and you have become one over with time and even more so in the last year for all the troubles hounding you. Maybe that is what matters in the end. That you always stuck together, even if the times were tough.

Not much more is said on this day. Nothing more really needs to be said.



The return to the site near the ruins comes and goes without any major events. The four of you stay well away from the ruins themselves this time, since you don't want to fan the flames any more then necessary, which makes stocking up on some necessary herbs a lot less convenient. So you still spend most of the time away from the camp and can thus at least evade the gossiping following you on every step these days. Many in the tribe seem to expect you to summon your dark spirits any day now and build a throne out of their skulls or something equally dastardly. That they maybe shouldn't talk about these things so loudly that you can overhear them that easily seems to not have occurred to them. Especially the new hunter apprentices seem to have all the subtlety of a falling tree.

The offering to the spirits comes and goes without any issues either, and so your tribe moves on to its last stop before reaching the farmers village again. Mahuizoh had hoped that this would put an end to the whole matter, but he was disappointed yet again. Not that you had really expected anything else after they had a whole year to get used to slandering your group. Though you are pleased to note that it at least peters off somewhat. The hunters seem not any more trusting of you than before just because the maleficent trap was not sprung on them yet, but the other villagers have apparently enough of the whole matter for now and slowly start talking to you again.

Probably that is something you have to thank Atl for. He is in the tent of the chief every few days now, far more often than Mahuizoh even before the whole unpleasantness, and every time he comes back out with a happy face the tribe seems a little bit more at ease around you. For all the other talents your teachers have instilled in you, talking is not one of them. Something you can only blame yourself for, since Mahuizoh was offering to teach you about those matters long ago. Maybe this is a good moment to take him up on that offer.

Spirit Lore
Main (Spirit Lore) -> 12d100 = 695
Spirit Lore - 3 (328/1000) -> Spirit Lore - 4 (23/1500)
Trait: 29 -> No

Spirit Talking
Main (Spirit Lore) -> 12d100 = 485
Spirit Talking - 3 (17/1000) -> Spirit Talking - 3 (502/1000)
Trait: 44 -> No

Astronomy
Secondary (Spirit Lore) -> 6d100 = 327
Astronomy - 3 (126/1000) -> Astronomy - 3 (453/1000)
Trait: 44 -> No

Alchemy
Passive (Brewing) + Marginal (Spirit Lore) -> 3d100 = 210
Alchemy - 1 (142/300) -> Alchemy - 2 (52/600)

Diplomacy
Main (Social) -> 12d100 = 709
Diplomacy - 0 (88/100) -> Diplomacy - 2 (397/600)
Trait: 1 -> Very No

Intrigue
Main (Social) -> 12d100 = 666
Intrigue - 0 (0/100) -> Intrigue - 2 (266/600)
Trait: 100 -> Very Yes
Second Trait: 19-> No

Charm
Secondary (Social) -> 6d100 = 268
Charm - 0 (0/100) -> Charm - 1 (168/300)



New Traits

Misdirection
You have learned to artfully steer a conversation to or away from topics without others even noticing. With a successful Intrigue check, you can make others reveal information you desire and make them think they told you it voluntarily. Likewise, you can avoid answering a question in the same fashion.



Attributes

Main Action (Social) -> +1 Charisma

Attribute point from additional Main action?
28 -> No



As you think back to those days a year later, you realize how quickly time can fly. There is still tension in the tribe, even if it is very muted by now, and you think it will never quite go away again. Yet it is not a small and solemn group commemorating this day, but most of the tribe is in attendance. Atl is obviously the center of attention, for today he will finish his apprenticeship. You are still a bit sore about the fact that he gets to do this now when you learned for as many years under Mahuizoh as him and must still do for two more. The shaman himself looks healthier then you have seen him in far too long. He still stands slightly hunched, but he is freely walking around and chatting with people, or more likely bragging about Atl. At last, the chieftain steps into the free spot left for him and the ceremony can begin.

Mahuizoh walks to the center of the circle as the tribe goes quiet. In his hands he holds a jar of herbs and a single feather of a parrot. "Six years ago, I'd taken a young boy under my care. To teach him the ways of our people, so that he can become a man in time. To teach him the ways of a shaman, so that he may offer counsel and healing to all those in need of them. Step before me, Atl."

As commanded he steps forward to the old man. Not much is left of the careless and bumbling boy you've got to know on that day so long ago. He has become a young man now, tall and maybe even a bit handsome, even with his still slender frame. Still a bit timid and in your opinion, but you know that he has earned his right to stand here today. "I heed your call, master. What do you require of me?"

"I have required of you to heed my words, and so you did. I have required you to learn what I had to teach, and you took your lessons well. No more and no less a master wishes from his apprentice. No longer will I require these things from you, for apprentice you shall no longer be." With these words he gives him first the feather, which Atl sticks into a loop on the necklace he had prepared for this. Then he takes the jar too and tastes a pinch of the herbs before hanging them from another leather loop on his belt. "A boy has come to me, and a man I shall now release again."

With this Mahuizoh takes two steps back. He is still within the circle, but the attention now rests solely on Atl. "Then Atl I shall be no longer, for it is the name of a child. There was strife within the tribe while I was yet an apprentice, but seeing the many smiling faces here today, I know that it has been overcome." A bit of an exaggeration in your opinion and yet this is probably the perfect moment to just declare the whole thing over. Nobody is going to gainsay him right now. "To honor this, I shall now be named Icnoyotl. Friendship."

Mahuizoh gives him a deep bow and you hold your breath for a moment, hoping he won't have another of the fainting spells he had trouble with for a few weeks now. He comes back up without any trouble, though, and smiles at his now former apprentice. "Then I wish you well on all your paths, Icnoyotl." With this he takes another two steps back and joins the crowd. They too now bow to the young men among their midst in silent greeting.

And just like that, the spell is broken and as the tribe rises, so does the chatter. Instead of joining the fray of people wishing to talk to him, you just idly drift out of the crowd. There will be enough time to talk to him later in the tent. He will still sleep there after all, and not that much will change for now, except for his name. Why he went from a nice, short and sensible name like Atl to such a mouthful still eludes you, though. He will be stuck with that mouthful of symbolism for his entire life now.


"You've seen the new shaman of the tribe in that circle, you know."

The voice startles you for a moment before you spot Manauia next to you. No matter how much you trained with her, she always managed to surprise you anyway. "It's ill-mannered to name a successor while he still lives, you know? And a second candidate will be available by then." Trust her to ruin the festive mood for you. It's not that she didn't have a point, though. Mahuizoh's health was declining more and more, and while he had greatly looked forward to today, nobody had really spoken about your turn in two years. He might not be there anymore to send you off. That thought was hurting you a lot, and so you quickly buried it again.

Her spear clanks on the ground as she walks beside you back to your tent. "That's not what I meant. The tribe has learned to like him quite a lot. Not as headstrong as Mahuizoh sometimes was. Not as adventurous as you can be. Calm and wisdom they see in him and soft spoken on top of it."

You close your eyes and swallow that well known lump of irritation again. It was hardly surprising that the tribe still holds a bit of a grudge against you, what with you being the one to discover the Flesh Moth host back then by exploring random places. Nothing like in the direct aftermath and still enough to make them slightly wary whenever you are out of sight and might poke dangerous things again. "There's still time left for me to convince them I'm just as worthy."

"Do you even want to?" You stop in your tracks and quizzically look at her. "Come on, little shaman. That title hardly describes you anymore. Taking lessons from a huntress is not exactly normal, and I somehow don't see you with a mortar and pestle or a few snot nosed apprentices for the rest of your life. Have you even ever honestly thought about if you would want that title?"

Admittedly, you kind of assumed that it would be a given that you become a shaman in time. You were a shaman apprentice, after all. And yet you never really thought about what it would mean.

"It's nothing you need to decide now Yaxkin, but consider it. Two more years until you are a grown woman. You should think about what to do with your life."

You shake your head at her and resume your walk. Maybe it is indeed time to plan for your future.

What do you wish to achieve with your life?
[] [Goal] Write-In

As the final years of your apprenticeship come near, you must one last time consider what to study. Sadly Mahuizohs failing health makes it rather stressful for him to teach you. Only one Main action can be picked from those topics offered by him.

Pick 2 Main activities:
[] [Main] Healing and Plant Lore
[] [Main] Spirit Lore
[] [Main] Social Skills

[] [Main] Fighting. Pick two skills to focus on.
-[] Bladed Weapons
-[] Bludgeoning Weapons
-[] Spears
-[] Bows
[] [Main] Tracking and Stealth
[] [Main] Survival and Animal Handling

Pick 4 secondary activities:
[] [Secondary] Train a single skill: Write-In
(Alchemy is unavailable, since Mahuizoh only knows the basics of the field himself.)
[] [Secondary] Pick another Main action (Takes two Secondarys): Write-In

[] [Secondary] Explore the ruins when you tribe is in the area again. Pick two:
-[] The Palace
-[] The Catacombs
-[] The Warrior's Compound
-[] The Serpent's Home
-[] The Temple
-[] The Granaries
[] [Secondary] Make a bid to become the new Shaman of the tribe once Mahuizoh is no more.
[] [Secondary] Attend the offerings to the spirits.
(The tribe is still a bit wary around you when it comes to spirits. Neither Mahuizoh nor Icnoyotl want you to do this.)
[] [Secondary] Gather herbs and perform Alchemy once the stars are right. (Write-In what. Up to 6 doses can be made for every time this action is taken.)
[] [Secondary] Do something different: Write-In



AN: This chapter took far longer then expected.

The life goal vote is partially to round out Yaxkin's character and partially for me to see in which direction you people want to go from here on. Try to keep the goals in line with what Yaxkin might reasonable want though. You can add that continent spanning empire to the list at a later date. ;)
 
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Prologue 14: An End And A Beginning
Bladed Weapons
Main (Fighting) -> 12d100 = 575
Bladed Weapons - 3 (246/1000) -> Bladed Weapons - 3 (821/1000)
Trait: 99 -> Yes
Second Trait: 87-> Yes

Archery
Main (Fighting) -> 12d100 = 672
Archery - 2 (228/600) -> Archery - 3 (300/1000)
Trait: 77 -> No

Evasion
Secondary (Fighting) + Passive (Hunter Tribe) -> 8d100 = 292
Evasion - 3 (70/1000) -> Evasion - 3 (362/1000)

Survival
Main (Survival) + Passive (Hunter Tribe) -> 14d100 = 927
Survival - 3 (77/1000) -> Survival - 4 (4/1500)
Trait: 1 -> No

Tracking
Passive (Hunter Tribe) -> 2d100 = 51
Tracking - 2 (108/600) -> Tracking - 2 (159/600)

Endurance
3x Passive (Fighting, Survival, Hunter Tribe) -> 6d100 = 273
Endurance - 3 (536/1000) -> Endurance - 3 (809/1000)

Sneaking
Secondary (Survival) -> 6d100 = 166
Sneaking - 3 (81/1000) -> Sneaking - 3 (247/1000)

Animal Lore
Main (Survival) -> 12d100 = 624
Animal Lore - 0 (0/100) -> Animal Lore - 3 (224/600)
Trait: 36 -> No

Perception
3x Passive (Hunter Tribe, Survival, Social) -> 6d100 = 439
Perception - 3 (526/1000) -> Perception - 3 (965/1000)

Medicine
Passive (Surgery) -> 2d100 = 77
Medicine - 3 (282/1000) -> Medicine - 3 (359/1000)

Surgery
Secondary (Surgery) -> 6d100 = 234
Surgery - 1 (204/300) -> Surgery - 2 (138/600)
Trait: 9 -> No

Diplomacy
Main (Social) -> 12d100 = 688
Diplomacy - 2 (397/600) -> Diplomacy - 3 (485/1000)

Intrigue
Main (Social) -> 12d100 = 761
Intrigue - 2 (266/600) -> Intrigue - 3 (427/1000)

Charm
2x Secondary (Social, Charm) -> 12d100 = 697
Charm - 1 (168/300) -> Charm - 2 (565/600)



New Traits

Quickdraw
You have learned how to always keep a knife in reach. As long as you have a knife on you and a free hand to draw it, you can retrieve it without spending any time or effort. This trait does not apply when you are ambushed.

Vital Strike
Extensive knowledge about the vital areas of humans and animals allow you to make devastating attacks with weapons that offer the necessary precision. When using a Light close-combat weapon, increase the base damage by one step. If the target is unaware of the attack, increase it by two steps.



Attributes

Main Action (Social) -> +1 Charisma
Main Action (Survival) -> +1 Constitution

Attribute point from additional Main action?
99 -> Yes
Second roll: 97 -> Yes
Gain +1 Dexterity and +1 ???

It saddens you to think that your little family will soon break up, but it is inevitable. Atl, now Icnoyotl, had stayed in your shared tent for a few more months before getting his own. He had soon taken over more and more of Mahuizoh's duties as it became harder for him to concentrate for long stretches of time. It was not for long until he became the shaman of the tribe in all but name, and you've made no attempt to challenge him there. He even attempted to include you in his talks with the chieftain or his trips to offer healing to the hunters out in the jungle, but he soon enough stopped the invitations when it became clear what you would do soon enough.

Leaving. Not for a few days, but maybe forever. What little that had held you here was unraveling around you as Mahuizoh, who was always the center and heart of your group, was slowly fading away. It was a slow and straining process to watch. Some in the village thought that he was getting slower in the mind, but you had known him too long for that. His mind was sharp as ever and you could still see the delighted glint in his eyes when he taught you something new. Walking was getting hard for him after a while, and so you elected to have him teach you as much as he could in the camp.

More then a few people thought he taught you cooking in his senility as you sat around your small fire and dug with sharp blades through the innards of animals, yet you learned a lot. His fingers might have not been up to the task anymore and yet he seemed always immensely happy when he slowly explained you where to cut and where to look, how the body before you differed from a human and how it might be mended with your hands.

Even that became too stressful for him later on and so you often just sat there and talked. Many stories he had told you in your time together, and yet he always seemed to have another one you hadn't heard before. Sometimes others joined you as the time went on and the tribe forgot about his rancor with him, but on most days it was just Manauia and you that kept him company. When Icnoyotl had the time, he would come over too and on those days it was just like in the old times. And yet he grew weaker and weaker with every day. He couldn't even make the marches to the new campsites on his own and it was Manauia and you who took him on a stretcher.

Three days ago, you woke up a bit earlier while Mahuizoh still slept. You went outside to check upon said stretcher, for the next relocation would be soon enough and you needed a lot of time to pack everything with just Manauia for help. As you did so, you brewed a cup of a brew that would ease the cramps plaguing your master in the past month again. With it in hand you went back inside and gently shook him to wake him up. But he didn't. As your hand touched his arm, it felt cold already and the only solace you found in that moment was the tiniest smile still on his lips. On this day, Mahuizoh the shaman, who was in his office for so long that there was barely a living soul in the tribe whose birth he had not aided, had passed away.



And so here you stand now on the clearing where your tribe always makes camp. It always looked eerie with not a single tent or person on it, but the stack of wood with your masters body on it made it all the worse. Flowers, feathers and other little trinkets were laid on top of the pile with him. Small gestures of appreciation for a dearly departed, though you could not quite stop the nagging voice that blamed the others in the tribe for making his last years even harder than they had to be. They all have gone ahead and left behind only Manauia, Icnoyotl, and yourself. It is the closest kin of the deceased who would send them off in these quite moments, and no one doubted that to him those were the three of you, even if there was not a single drop of blood shared by you.

You don't even know how long you stood there. Each one of you sunken in their own thoughts. "We should go. The others will not wait for us." It pains you to say it. You would rather stand here for some time longer, but it's not as if there is much point to it. Mahuizoh is gone and your grief will not cease just because you look at his body for some longer. All that is left to do is to ignite the torch and light the pyre so that he may go on his final journey.

Icnoyotl throws a quick glance to Manauia at your words and gets a nod in return. "There is something else that needs to be done before we light the pyre." With that they step close to the pyre and turn around to you. "Eight years ago, my master took a young girl under his care. To teach her the ways of a shaman, so that she may offer counsel and healing to all those in need of them."

You blink at that. Is he...? Before you can voice the question, Manauia speaks up too. "Five years ago, I took a young girl under my care. To teach her the ways of a huntress, so that she may protect and nourish all those in need. Step before us, Yaxkin."

It is almost in a daze that you step forward. This is hardly the proper way to do these things, but you don't care one bit about it. It doesn't matter if the whole tribe isn't here to witness this, for all those important to you are present. "I heed your calls. What do you require of me?"

Then Icnoyotl throws a short glance at Mahuizoh before addressing you. "I have asked of you to aid me when I was in need, and so you did. I have asked of you to care for our master when my duties meant that I could not, and you always did well for him. No more a man can ask from his friends. No longer shall I ask these things from you, for friends we shall stay, but I will not ask you to not venture further on your path." With these words he takes a small bundle from his belt and holds it out to you. Inside it you find a set of fine tools, carved from wood, bone and stone. Needles, precise knives, and other things that a healer might need. You give him a grateful smile as you hang the healers kit on your belt before looking over to Manauia.

"I have required of you to heed my words, and so you did. I have required you to learn what I had to teach, and you took your lessons well. No more and no less a master wishes from her apprentice. No longer will I require these things from you, for apprentice you shall no longer be." Then she takes a necklace from her belt and holds it out to you. A long string of pearls made from various woods, bones, and stones and as you pass your finger over them, you notice the faint marks of careful carvings in their surface. It is quite obvious what the symbols mean and so you take the golden pendant you had kept hidden for so long from your belt and clip it into its proper place. It is a comfortable weight to finally feel it resting on your chest.

In unison, they speak the final words. "A girl has come to us and a woman we shall send off today." And then they step back and look expectantly to you. The question hangs unspoken. 'Who will you be from now on?'

[] [Name] Keep the name Yaxkin. The new sun.
[] [Name] Pick a new name to signify the start of your life as an adult.



AN: And this concludes the prologue.
 
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Chapter 1: First Steps
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. :confused:

And yes, you will get paid for your troubles if you join a caravan.
 
Chapter 2: On The Road
[X] Join the fish trader on the way to Tlamaca.
-[X] Offer to scout for him, so that he can evade the bandits
--[X] Make sure to bill for your healer skills as well.
1.6.17.10.7.6 - 6th day of Water

It is an easy choice for you to make. Your thirst for the knowledge that you might gain in Tlamaca outweighs any risk that the way there might hold, and so you step out of the crowd and to the fishmonger. Both the crowd and the two bickering merchants grow quiet as you interrupt. "Hiring guards is nice and well, but what about a proper scout? I know my way around the jungle quite well and am used to watch it for dangers." At this he looks you over. His gaze is stuck on your weapons for a moment and a good while longer on the golden pendant on your chest. At least it better be the golden bauble he is looking at for that long.

"Hunter's get I take? Never seen you around these parts this time of the year." He glances at his own two guards again. Clothed in what you think of as farmers gear and holding their spears like walking sticks, they make not for a very impressive showing. Especially when you compare them to the rather muscular bunch garbed in a lot of leather that protect the other trader.

"I'm on my own and seeking to go to Tlamaca myself and if you offer payment for it, I can scout the path for you. No need to defend a caravan if you can just walk around the problem."

"Don't think it that easy girl. My llamas don't like to traipse through the underbrush. Smart beasts if you ask me, since I'm not that well inclined to do so either." Then he looks back at your bow and is quiet for a moment. "Tell you what, if that gear is not just for show, I would hire you. Better a feisty girl than a bunch of scared little warriors." The is a short amount of grumbling from your right at that statement and you catch a smirk on the merchants face. Probably not much lost by offending them like that, since they couldn't be lured anyway. "One Quachtli if you can lead me safely to Tlamaca then."

"One? You offered that bunch two and they didn't want to risk it. Why should I do it for half of that?" At this you thrust your thumb at the other traders group again and earn your share of the grumbles and a bit louder even. Seems the men among them take it worse from you.

"I offered two for a guard and you want to hire as a scout. If you miss something, it's on my head, since you will be far away when they come to slit my throat. One or you walk to Tlamaca on your own."

"Which I can do just fine, but you seem not so lucky. Something about the Wise Men expecting you?" You answer his grimace with a smile. Mahuizoh was quite adamant that you should always know the worth of what you offer when dealing with traders, and you knew quite well that he needs you far more than you need him. For him, you are the way to his destination, while for you, he is mostly a good chance to earn some money before arriving in Tlamaca. "I'm a healer besides, so you can take solace that I can put you back together if they miss your throat. If I do my job well, though, you can just walk in peace and pay only one woman instead of five people."

Yaxkin: 85 + 50 (Charisma) + 60 (Concentration) + 60 (Diplomacy) = 255
vs
Trader: 73 + 60 (Charisma) + 50 (Concentration) + 80 (Diplomacy) + 30 (Haggler) - 50 (Disadvantage) = 233

3 Degrees of Success
Gain 90 XP for Diplomacy

"Fine. You've got a point there girl. One Quachtli now and another in Tlamaca. Call me Ollin." With this he steps to you and offers his hand, which you promptly take. It seems you wouldn't have to worry about your meals in Tlamaca after all.



1.6.17.10.7.10 - 10th day of Water

Going out alone seemed like an easy prospect with the life you've led so far. Days of nothing but marching through the jungle were hardly unknown to you, but this is the first time you truly appreciate what it means to have a tribe around you. Part of your payment is, by custom, that Ollin provides your food for the journey, and after walking for three days through the brush along the path without spotting any game or edible plants, you are very glad about that. It seems the caravans are picking the area clean on their marches and you don't fancy to wander any deeper among the trees than necessary to stay hidden, lest you get lost among the trees. The main method to navigate that your teachers gave you was to use the stars, and finding a clearing in this unfamiliar region might be harder than you thought, let alone that you would need to wait for the night.

In two more days, you would rest in another village. A few well-trodden paths that branched off from the trading route told you of other villages, but according to Ollin they are not terribly hospitable to outsiders passing by. Once at the stop, you would take an old Cualli road that was still in good enough shape to be used to Tlamaca. The prospect of seeing a city, a true city with people living in it, had you quite excited. The tales were quite clear that only a small part of the ruins was still lived in, a far cry of how the place must have looked before the Fall, and yet to you, that was fantastical enough. You were born and raised in a tent made from plant fibers, and the idea of having a roof made out of stone over you for the night felt like an adventure already. Not that you told anyone about that, since you were fairly certain that they would think it rather silly of you.

Sneaking: 44 + 80 (Dexterity) + 60 (Concentration) + 60 (Sneaking) = 244

Peception: 97 + 50 (Intelligence) + 60 (Concentration) + 60 (Perception) = 267

Spotted something.

While scouting has turned out to be anything but exciting work, you nonetheless stay alert the whole time. Manauia would have your hide if you didn't. It's just a small rustle of leaves ahead of you, but there is nothing in sight that could have caused that and you thus carefully crouch beside a tree to watch it a bit closer. Between the leaves, you spot a hand moving around and after trailing it up, you conclude that a man is behind those plants and scratching his belly right now. The hiding spot is admittedly rather good. Even now that you know someone to stand there, you can barely make him out in the brush and yet he has probably a good view of the path the caravan will soon travel along. The odds of him coming out and offering a friendly greeting when it does are probably quite low.

Carefully, you crouch further behind the tree to hide yourself and look around for other bandits, yet you see no one. Deciding if that is because the one you spotted is the only one or because you can't find the others is the problem. The other caravan had five well-armed guard, maybe more before the ambush. The trader was quiet on that matter, so unless he was some kind of legendary fighter, he hadn't attacked them alone. Yet it would be kind of pointless to have ten men watch a trail all day, when it would see maybe two caravans a month.

What do you do about the lone man?
[] Attack him.
-[] Write-in plan.

[] Go back to the caravan and warn them. You can circle around this spot by taking a detour through the jungle.

[] Speak to him.
-[] Write-in what to say.



AN: Having a broad skill-set is already paying off for you.

In case you are wondering, I'm not going to award the XP for spotting the bandit yet, since that situation is not yet resolved, while haggling with Ollin was.
 
Chapter 3: Tlamacatzintlihuacan
[X] Go back to the caravan and warn them. You can circle around this spot by taking a detour through the jungle

1.6.17.10.7.10 - 10th day of Water

For a moment, your hand goes for your bow. It's just a single man and he isn't aware you are even here. It would be easy. Just a single arrow would be enough, if you hit well enough and you trained hard to make just such a shot. But then you reconsider. He alone could hardly have attacked a caravan all by himself, and you have no idea how many more might be hiding nearby and rush over when they hear him scream. You are not so arrogant to think that you alone could take on a group of bandits that overwhelmed five warriors. Yet it is still prudent to have your weapon ready when you know foes to be nearby, and so you unsling it anyway as you slowly go back the way you came. Ollin and his llamas are not far away, and you will need to hurry to get there in time.



"And you are absolutely sure it is safe to walk here?" While Ollin was rather easy to get along with after getting to know him a bit, his questioning of every little thing was becoming rather aggravating.

"Yes, it is. These leaves just scratch when you brush against them, they aren't poisonous or anything."

"If you say so..." At least he is listening. As clueless as he seems, he wouldn't make it far without a beaten path showing him the way.

92 + 50 (Intelligence) + 60 (Constitution) + 80 (Survival) + 15 (Living off the Land) = 297

Gained XP for evading the bandits:
Survival +14
Sneaking +78
Perception +49

Perception raised to 4

To you, the small detour is not any more difficult than the dirt path you had left. Convincing Ollin to ditch the road was surprisingly hard, even when you knew that the bandits were ahead. He had pointed out that his llamas wouldn't really like it here, due to their fear of predators. It was probably even the truth, as long as you counted the trader as one of his lamas. The beasts had taken easily to the brush, and after a short walk away from the road and down a slope you had found the small creek you were walking along now. That the cool water was quite soothing to your tired feet was a nice benefit on the side.

Going ahead was not an option while leading them, and so you stuck with the others who walked in silence. Not that the two guards were much for talk anyway. They were brothers as far as you could tell and kept more to himself and trailed behind the llamas, leaving Ollin and you to walk ahead of them. As he was becoming more comfortable with his surroundings, the questions slowly die off and you seize the opportunity to learn a bit more about your employer. "So... I've noticed that..."

He interrupts you there and you are feel slightly guilty about bringing it up when you see his grimace. "Pretty clueless out here? Don't deny it. I know that it is pretty obvious for someone like you."

"It's just a bit weird. I always thought traders go from place to place and know the land just as well as the hunters of my tribe."

"I'm from Zacatl, born and raised. Never seen much of the jungle before buying myself some animals and becoming a trader. It's just days and days of swamp all around us and the things in there are nothing to be trifled with. So I always stuck to the beaten paths and had someone around to stick a spear into whatever comes out."

You glance back to the two others walking behind the lamas. They might make a decent showing against a wolf or coyotes, but a jaguar would feast on their guts before they knew what even happened. Let alone what might happen if a spirit crossed their path. "I'm sure they do good work for you."

He just snorts at that. "Those two are all I could get for the trip. The river is fickle in Zacatl, so you always end up with everyone looking for a way to get a meal in one month and there not being enough hands to go around the next. It was rather busy again as I've set out and I couldn't get anyone else. Truth be told, had you not joined us, I would have turned back and cut my losses. For all I know my fish goes for a small fortune back home right now. Would have cost me all credibility in Tlamaca though."

"You've mentioned some deal with the Wise Men." More like shouted it at the other merchant, but you didn't hold it against him to get a bit worked up with the trouble those bandits meant for him.

"Yes, I promised them a prompt delivery of twenty barrels of dried fish. Shouldn't have run my mouth back then even when deal looked so good. They know that trading with Zacatl is always a bit of a gamble, so I hope they won't be too mad about it. And you? What does a jungle girl like you want in Tlamaca?"

"I'm also looking for the Wise Men. Heard they know a lot about the past and I'm curious to see more of the world. My tribe..." You pause and give a small shrug. It would be a lie to say that you still felt truly comfortable with them after the years they managed to hold those stupid suspicion about you, and yet that's hardly something to complain about with what is still essentially a stranger. "I just didn't want to spend my entire life walking in a big circle every year." Which is the truth, even if it's not all of it.

"Might be a bit hard to get to talk to them. They are a reclusive bunch and rarely speak to the folk around them, save to give them orders. They are the reason there is a settlement in Tlamaca at all and you can tell that they know that."

"I've been told I can be rather persistent." You give him a small smile though you are a bit worried about that for a while now. Mahuizoh only knew second-hand of the Wise Men himself, and you had not really any idea about who they were and what it would take to learn from them. "Can you tell me some more about the place? You must know it a bit by now."

"Sure. It's an old city from before the Fall, built mostly around the compound of the Wise Men. Sprawling hills, save for the city center, which they've build a wall around with the stones from the houses outside. Some say it looks like a city should, but I think it doesn't look any better then any other place I've been to, just a bit sturdier. They maintain some of the old roads and get a lot of trade from around. We will be heading straight to the marketplace and I would suggest you do the same to get your bearings first. The south is mostly smiths and artisans, while the north has a few farms to keep everyone fed. Thought about where to sleep yet?"

Actually, not really. You had kinda assumed that you could just find an even spot for your bedroll and be done with it. "No, why?"

"Shouldn't stay outside all night, especially as a young woman with such a prize around your neck." With that he gestures to your pendant. "It's not a tribe where everyone knows who everyone else is. People steal and do other things to each other if they think they can get away with it. There are a few guards around to keep order, but they are a crooked bunch and the Wise Men don't really concern themselves with it. Spend a night in the place where we will on my expense. I can pay you the rest of your due in beans if you want to stay longer there and I think you should."

It's a sobering thought to know that just because a place had walls, it didn't mean it was safe. Your tribe had always stuck together, even when you were pretty much an outcast, and nobody ever thought about stealing from each other. Maybe the big cities of old were not so great places to live as you always thought.



1.6.17.10.7.15 - 15th day of Water

Walking among the caravan instead of ahead of it is much better. With the bandits behind you, Ollin had relaxed quite a bit and preferred to have you close to chat a bit while your feet ate up the distance. The small village you've made a stop at was hardly remarkable, just farmers and hunters, but the terrain had changed markedly afterwards. True to the description, the landscape was becoming more and more uneven, and you could see the hills rising around you. The only thing straight was the road you traveled on, and that was compensating by being straight as an arrow. To the left and right, you could see either the land falling away when you crossed a valley at nearly tree-top level and then came steep hangs as your ancestors decided to just cut through the hill rather than build above it. The stone-paved path was a bit frayed at the edges, but the center was still pristine and a small grove worn into the very rock spoke of many people walking this route.

As you came closer to your destination, you became more and more excited. Thankfully Ollin didn't tease you about it, but he did smirk a lot when you looked in wonder around you. On the last day of your journey, the road finally levels out among the overgrown remnants of a city, and your excitement grows even more as you spot the stone wall in the distance. A hundred steps away from it, both ruins and trees cut off suddenly, though you can tell from the ragged edges of vegetation creeping into the free space that its man's work that keeps it away. It allows you a good view at the wall, though. Two men high, built from carefully-stacked stones pried from the ruins, and with spiked wooden stakes on top of it. Behind those you can glimpse a few men walking on top of the wall. The gate, though, is made of logs as you know from any palisade, not metal as some of the wilder tales about Tlamaca that you heard in your youth had claimed.

The gate guards don't take any note of you as you walk inside, and at first you are reminded of the ruins near your tribes path, but most of them lacking the covering of plants. Here at the road, the houses are clearly lived in with wooden doors and mismatching stonework or plank roofing showing signs of repair and maintenance, though when you gaze down some of the side paths, you can spot the empty husks you've always known just the same. The other thing that strikes you soon are just how many people are here. At first you pass only a few, and then the trickle grows into a stream as you come closer to the marketplace. So many are there that you can barely take the sights in. Traders are everywhere and hawking their wares from stone benches, the floor, the back of their animals, or even wooden stalls arranged in a great square.

To the east of this great place, you see a towering building rising into the sky. It shows damage, true, but not a sign of rubble is to be found on the upper areas, despite there being clear signs of collapses. Weathered statues adorn the tiered building, of men and woman in strange clothes who hold scrolls and weird instruments in their hands. Faded murals adorn every surface and the whole building, no, palace, is framed in by the rolling hills rising beside and behind it. Instead of a wall, it seems to sit on a little hill whose edges have been worn away and replaced with a wall that divides the upper from the lower area. Three stairways you can spot to lead down into a overgrown thicket that divides the place from the market and an unassuming dirt path leads into it from where you stand.

The Wise Men's Place. You can see why people would name their city after it.

You are almost in a daze as Ollin hands you your payment for your aid and points you to the place he stays, a tavern he calls it, before departing on his business. The march was rather long and exhausting and you could certainly go for a nap, yet you are buzzing like a hummingbird. Everything here is so strange and exciting. Why not explore a bit before resting?

Where do you want to go?
[] Go to the artisan district.
-[] To see how metal is made.
-[] To buy something.
--[] Write-In what to look for.

[] Look around the market.
-[] To buy something.
--[] Write-In what to look for.
-[] Talk with people there.
--[] Write-In about what.

[] Go to the Wise Mens Place

[] On the other hand, well rested you can see much more. Go to the tavern.
-[] Talk with Ollin about something when he comes back.
--[] Write-In



AN: Welcome to the wider world. Added your money to the front page.

Since you've had a lot of time to talk with Ollin, feel free to ask any other questions about Tlamaca or Zacatl in the thread and I will answer them here.
 
Chapter 4: Marketplace
[X] Look around the market.
-[X] Get a feel for the market and how things seem to work, how people go about trading on such a large scale.
-[X] Scout out which stalls sell herbs or other things you would need to sell your skills as a healer.
-[X] Try to learn about any healers that are already in the city and what their skills are.
-[X] Listen for any rumors you can overhear.
-[X] Buy yourself something nice to celebrate coming to this place. Perhaps a Honey Tamali.
-[X] If at all possible, see if you can learn anything about the Wise Men taking apprentices.
-[X] Spring for a private room when it's time to go.

1.6.17.10.7.15 - 15th day of Water

While there are many places you would love to explore here in Tlamaca, the market you are standing by just draws you in. The busiest trading you've seen so far was in the farmer's village, and that was just a few hunters haggling with the merchants and farmers. Here, though? Wherever you looked, everything was full to the brim with people trying to shout over the din to make their offers heard. So much they had here. You walk by stands nearly spilling over with fresh fruit, some of them selling so fast that there seems to be a steady stream of haulers bringing new crates for the trader to empty out again. Others offer stone goods, from obsidian blades to pretty pearls of every color. Cloth and leather is sold, and not just in plain browns and greys, but with colorful patterns and artful pictures that remind you of the murals of old. Strange and yet pleasing smells waft from some of the other stalls who offer powders of all sorts as seasoning while others are content with selling just plain salt. And to think that this was a normal day for these people...

You don't know how long you've spent just wandering, but at least the hubbub becomes too much for you and so you drift back out towards the edge of the market. A city is, you decide then, more about people than about buildings. The empty ruins of your home just can't compare to this place crammed full of more people than you would have thought to live in the entire world. At last you stay at a stand with something more familiar to you than noise of people: the herbs and tinctures you've spent your youth learning about. It's a small offering compared to the grand stalls at the center and yet you spent more time examining finely dried leaves and carefully ground pastes than you put into any other stand.

"Something I can help you with, young lady?" You give a start at the voice and look up to the merchant. The older woman just smiles and looks at you expectantly. Odd, that. All the other traders were happy to ignore you unless you spoke to them directly.

"Just looking around a bit." Carefully you stuff a branch of something you didn't recognize back into its pot. It smelled a bit weird. Like moist wood after a few days of rain.

"And quite carefully at that, though you are not from around these parts."

At this you look a bit self-consciously down to your clothes. While you are not the only one wearing leather, you still noticed that they are vastly in the minority here. "The clothes?"

"Nah. It's mostly people from the tribes that come to me anyway. Fetching something from here is easier on them than finding everything themselves out in the wilds, but you didn't recognize the Xalxocotl. Quite common around here and safe to handle, and yet you looked at it like something that could poison you." She chuckles lightly at that and beckons you to sit next to her on the stone bench. "A healer yourself, I gather?"

"Yes. Shaman of my tribe taught me everything. I was wondering if I could earn a living by doing that here."

"Hm... Not easy in Tlamaca." She gives a curt nod towards the towering palace of the Wise Men. "They are doing most of it. Takes a bit of waiting, though, and since the Wise Men never leave their thicket, you are out of luck if you can't make the trip. Some healers ply their trade next to the line to those not wishing to wait or go to the homes of those who've sent friends and family to fetch someone. Good work, but a bit risky if you follow them."

You steal a small glance at your necklace and grimace. It seems Ollin wasn't trying to scare you when he said to stay on the main roads and be careful in the winding streets away from them. However, this seems as a good a chance as any to learn a bit more about the people ruling this place. "I was wondering about the Wise Men, actually. I've heard they take apprentices."

Another small chuckle and she leans back and shakes her head. "It's a bit more complicated than that. You see the three stairs?" From here it's actually a bit hard to spot them, but you've seen them on your way and follow her pointing finger with your eyes mostly out of politeness. "No one is allowed to go any further than those unless you work for them or are one of them. They hold some trials now and then to prove your worthy of joining them, but passing those just gets you a hearing where they judge you. Don't really know what exactly they look for and can't tell you more about the trials. They don't take kindly to the people taking them knowing anything ahead of time."

"So what? I just walk up to the stairs and ask someone to test me?"

"Nah. You get into the line and ask the one taking questions for the day about joining them. Then you get a riddle and can take the trial if you can figure it out. Very mystical a lot of people say."

The tone of her voice draws a snort from you and you are inclined to agree that it sounds a bit self important to make such a fuss about the whole thing. From there on the talk drifts to lighter topics and you stay a while to just talk with someone. Everyone on the market just seems so busy and rather rude, so the friendly old woman is a nice respite from getting yelled at for not moving fast enough. Not many customers come in the time you chat and it seems that selling herbs won't earn you much either.



1.6.17.10.7.15 - 15th day of Water

The sun is already setting as you spot a familiar face, which you are rather proud of to have managed among all these people. You are still standing next to the tavern, the last few bites of a tamallin with honey in your hands as Ollin comes closer. A quick wave with your free hand and he walks over to stand next to you.

"Seems you heeded my wise advice. Your first one?"

You wave him to wait a moment as you stuff the last piece into your mouth and savor the taste awhile before replying. "Third. They are great and people get much more friendly and actually talk to you when you stand on the side and eat something instead of shoving each other around in the middle of the market."

"Sure. That's probably the reason." The looks he gives you is stuck somewhere between incredulity, amusement, and plain disbelief. "I hope you got your bearings a bit. I've paid for a room for you as I promised. Been to your Wise Men yet?"

"No, just walked the market a bit. Heard a few interesting things at least."

30 + 50 (Charisma) + 50 (Charisma) + 40 (Charm) + 50 (Circumstances) = 220
Caught the general things.
Charm +39 XP
Charm 2 -> 3

Vultures in the West
It seems Ollin isn't the only one that has trouble with bandits. Those who you have spotted apparently belong to a rather large group that is terrorizing the routes to the west and north-west of Tlamaca. The city guard is mustering a force to strike back at them, but they will probably be beaten by the many small groups of warriors rushing against the bandits. They have managed to rob at least one caravan with bronze goods and everyone wishes to be the one to take these spoils from them.

Excavation Work
While the palace of the Wise Men seems pristine to you, it apparently sits on a vast network of underground tunnels which are not entirely accessible. They seem to hire a lot of people to clear them out right now and pay handsomely for it, but some say that not everyone going into those tunnels comes out the same as he entered them. Or at all.

Scared Workers
Marching to the north for a day or two seems to lead you to a settlement names Xoxohuictetl, which is a small tributary to Tlamaca and has something to do with metal working from what you gathered. Something is spooking the workers there and they claim the spirits are coming from them. From what you heard, they are threatening to lay down their work if nothing is done about it, but the Wise Men are unwilling to chase figments with their guards.

Successful Thief; Or Not
Apparently there are more ruins in the hills behind the Wise Men's palace that they lay claim to on penalty of death. Some young men has not heeded that decree from what you heard and found something of great worth there. The guard caught him when he attempted to leave the town with a suspicious bundle and it's deemed unlikely that he will leave the palace again.

Red Forest
To the north-east, there is a stretch of hills and jungle that some people spoke of only in hushed whispers as the Red Forest. Strange things seem to be happening there, though you couldn't hear any details.

"Well, I'm going to leave in a few days again. The bandits are probably still around, so I wouldn't mind if you would come along again. No need to say anything now, but come over if you want to lead me again."

You answer him with a brief smile and nod, though you doubt that you will take him up on it. There is still much you wish to do here.

What have you planned for tomorrow?
[] Go to the Wise Mens Place

[] Go to the artisan district.
-[] To see how metal is made.
-[] To buy something.
--[] Write-In what to look for.

[] Look around the market.
-[] To buy something.
--[] Write-In what to look for.
-[] Talk with people there.
--[] Write-In about what.

[] Try to find work.
-[] Write-In what.

[] Do something entirely different.
-[] Write-In what.



AN: I think it's clear what prompted that circumstance bonus. ;)
 
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