Ik' Skull takes one of the tools left behind. She hefts it. "I hope that what lies inside is not... hazardous." She listens at the cracks for a bit. detect noise; target < 25%: 1d100 ⇒ 71 Not hearing anything particularly threatening, she'll try to chip away, relinquishing the tool to someone stronger if the task proves difficult.
"I can tend to your wounds and keep them clean - but I do not wield the power of the spirits. Let me look." She asks one of the others to fetch some water while she works to clean the dirt and grime from the wounds inflicted by the orcs' picks. Heal, vs under 17: 1d20 ⇒ 3 Enjoy your 1 hp for the day! "The ogre was here for a reason. We should try and learn what. I would not disturb the spirits of this place, but if he was looking for something valuable, we should deny both him and others who may follow in his footsteps."
"Yes. we come to know more of this city and its story, although it has already cost us in blood. But we are merely passing through to... to a place of darkness in the True World. We are strangers here; come from Ulatos in Payit. I am Ik' Skull, Plumaweaver; I travel with both the true folk and those from the far side of the Taylola sea. We mean no harm at all"
"...I saw no man or beast, though Otzali." Ik' Skull continues her thought to Otzali. She peers down the road to the other buildings. "Lords, I think we should look there first?" Ik' Skull inquires, pointing to the palace. She softly steals ahead a bit, to see what she can see. shadowy hiding! vs. under 40: 1d100 ⇒ 29
What about a Dog Person warrior? Or are we too far south? That would be kind of like a ranger. Maztica book: Dog People The Dog People are a collection of savage tribes who inhabit the northern portions of the Continent.
They lack any coherent structure and never work together, which is fortunate for the rest of the lands, because their stealth and savagery is unmatched. They practice a highly advanced form of shamanism, which reputedly bestows great powers upon their most accomplished sorcerers. The Dog People have no structure of civilization in the way of the Payit and Maztican folk. However, they have a rich oral tradition, and a full belief in the gods of the True World. They have never had the abundance of food, and consequently population, of their neighbors to the south and thus have never developed their religion to the level of human sacrifice. The Dog People are fearless warriors, and very loyal to their companions. They are stoic to the point where they are almost completely unaffected by pain and privation. The gods held in highest regard among them are Maztica, the earth goddess, andnot surprisingly considering the parched living space of the Dog PeopleTezca, the god of sun and fire. Game Notes: Characters who elect to be warriors from the Dog People can add a +2 to their Constitution and +1 to their Dexterity scores, in exchange for -1 to Wisdom, Intelligence, and Charisma. Alternately, characters who become priests or hishnashapers receive a +1 to Wisdom and Intelligence, and a -1 to Charisma. They can be warriors, though not members of either knightly order, or they can be priests of Tezca or druids of Maztica (no level restriction). Alternately, a character of a Dog Tribe may be a rogue, including a hishnashaper or plumaweaver, advancing in experience with no level restriction WARRIORS are the most common type of adventuring character. They can use all Maztican weapons, and progress at the normal rates of experience. If warrior kits from the Complete Fighters Handbook are used, the Barbarian, the Berserker, the Savage, and the Wilderness Warrior are all eligible for use with Maztican fighters.
Ik' Skull blushes. "They did not say, and I lacked the foresight to ask." She looks up about her. "I wonder what disturbs those in the trees?." She pulls out her bow instinctively. Animal lore. What might disturb the monkeys?: 1d20 ⇒ 5 vs. under 14 If nothing else seems amiss I might just shoot one. They're reputed to be pretty tasty...
The way I understand it, your bonus slots from intelligence give you both extra languages and nonweapon proficiencies to play around with - so for Orren, 4 free extra languages and your four bonus nonweapon proficiency slots. It seems an awful shame not to use that pool of free languages first, before using character nonweapon proficiencies. Up to you though :)
Since a number of party members have extra languages slots, perhaps I can teach some of the languages I picked up? I took Common, Halfling, Nexalan, Kultakan, Payit. Culturally, Nexalan and Payit looks to be the most widely spoken (according to the Maztica handbook). Also, given where were going Orc (and maybe giant and troll) would be useful. Otzali: I don't think Maztican is a language. It is likely you are actually able to speak Pezelac (which is similar to Nexalan and mutually intelligible) or Kultakan (distantly related to Nexalan), depending on your region of origin. You could also be a Nexalan refugee, I think, and speak Nexalan. The play guide says "The four nations of Nexal, Pezelac, Huacli, and Kultaka are all lands of Mazticans."
Payit:
I will make him as fine a Plume as any ever made! It would be my honor! The Payit woman translates. "They know not of the regions to the West, but are willing to let us pass their home. Know that they are with child, and ask if we have things made of our own hands for their child. If you wish to give joy to one of the great new spirits of the forest, perhaps you would be wise to consider their request, friends."
Ik' Skull come up behinds Otzali and offers to help with translation. Nexalian aka bad Pezalic, or Payit:
"Greetings honored spirits of the true world, and I wish you well as you make your new home. We travel to the Valley of Nexal on a quest to retrieve a treasure of Qotal - the Cloak of the One Plume, and wish to pass through your home. I know that many of the Easterners are unaware of our ways, but there is evil and good in all people. Some of the good folk - that magic-man Orren Patrizi for instance - are good at heart and wish to trade for information Is there some useful knowledge of the Valley you may share, and something we may tell you or give you in return? She begins an extended appeal to the treants, punctuated by a gesture towards Orren. "I have related your request, Master Patrizi. I will tell you if they agree."
Ik' Skull sneaks up behind some bushes at a respectful distance to look upon the beast, she whispers to whomever joins her as she stares at the beautiful creature "Perhaps we can find a way to distract brother bear, so that he will not grow angry." animal lore regarding bears: 1d20 ⇒ 16 vs. 14 Un-bearable failure
Ik' Skull tries to hide her surprise; she clutches something in her hands. Thoughts!:
Ironspike I expected... but Hasoctl! I apologize great beast, I did not mean to question you, but doubt and questions are woven into the sould of my people. "Thus have we been touched by one of the many voices of Quotal. It is a blessing for the journey ahead. I... have hope." She turns to Otzali and smiles, but in doing so chokes back the worry she holds inside. Otzali: When there is a moment alone, she relates to the warrior some of what she was told. "The serpent told me that we should not trust Ironspike, but neither should we trust Hasoctl. I do not know what evil he saw inside the man's thoughts, but we are truly on our own."
Ik' Skull trembles. In her surprise she reverts to her native tongue. (Payit)"I have heard a voice, and it asks tribute. It does not name itself." She pauses, attempting to regain composure. Next, she pulls a feathers from her pack, a half-finished pluma, and calls aloud. (Nexalan)"We come to this place as strangers, ignorant of tribute; if it is art of hands and minds you wish as tribute, give me time and I will weave you a beautiful pluma that speaks of the power and mystery of this place. What do I call you, oh voice?" She looks about, curiously and cautiously. She switches back to common. "There is a voice that calls out to me for tribute; it claims the art as its own. Be... respectful."
|