[x] The artwork of the city is on prominent display. Much of it is... suggestive, though not explicit. Flowers and bees seem to be common themes? That, and demon killing. Maybe you can find something interesting if you search for especially prominent art.
[X] The artwork of the city is on prominent display. Much of it is... suggestive, though not explicit. Flowers and bees seem to be common themes? That, and demon killing. Maybe you can find something interesting if you search for especially prominent art.
[X] Simply explore the homes of the city. You don't know if you'll find something interesting... but it might provide insight into how your people lived a few centuries prior?
[X] Explore the Street of Smiths. It is marked by signage indicating it as such. It has many forges and one in particular feels strange to your senses. You doubt you'll actually find any weapons or anything... but the most Blooded of smiths keep their secrets close, and depending on how well restored it is... you might learn something?
[X] The artwork of the city is on prominent display. Much of it is... suggestive, though not explicit. Flowers and bees seem to be common themes? That, and demon killing. Maybe you can find something interesting if you search for especially prominent art.
[X] Explore the Street of Smiths. It is marked by signage indicating it as such. It has many forges and one in particular feels strange to your senses. You doubt you'll actually find any weapons or anything... but the most Blooded of smiths keep their secrets close, and depending on how well restored it is... you might learn something?
You take a moment to appreciate the city itself. It's extremely beautiful, perhaps even more beautiful than the modern day Kavodel. Stone is a common building material and few buildings are more than a single story tall. Large murals are a common feature, trees line the streets, and each street is marked with a sign declaring a name.
The Street of Smiths is a tempting target. It is one of the largest streets in the city, both in length and width, and as you walk along it... one place in particular feels strange to you. But you aren't a smith. You don't think you could really learn anything and, whatever you do learn, you suspect that the elite of the city are already aware of, no new breakthroughs or techniques to bring home.
Instead, you turn down another large street. It intersects the Street of Smiths at a perpendicular and runs through much of the city. It is titled, "the Street of Philosophy and Art." As you walk the street, you examine the murals.
Much of them depict natural scenes. Flowers are common, as well as pollinating insects such as bees, and you think that you spot a small theater. You had never been to one before, nor had you seen a play, but Ruth had talked about them some. The backdrop of the stage depicts the ocean, with a massive creature rising from its depths.
You stare at the depiction of a demon for a moment. It looks eerily similar to the thing that spoke to you at Tanaach. All mouths, eyes, and tentacles, amorphous flesh and... well, it has haunted your nightmares enough, thank you very much.
You turn your gaze away and continue down the street. At the very end of it is your destination. A large building, workmanlike in its construction. A sign declares it to be the "Symposium." In the Kavodel you know, the Symposium is a gathering of philosopher, intellectuals, artists, and potters. They discuss and debate at great length and frequently take on students for a variety of disciplines.
It is interesting to see that it had existed several centuries ago. You enter the building and... are met with quite the sight.
Scrolls litter the floor and half-completed works. In one corner is some massive amalgamation of High Bronze and in another... is that somehow Bnaimokt metal? It shines like silver but has strength superior to regular bronze. Some bits of it have turned a strange red, reminding you of tarnished bronze somehow.
It seems to be a replication of whatever the massive construct of High Bronze is. Did your people learn the secrets of Bnaimokt metal and try to put them to their own ends? Why hadn't you seen it in use elsewhere? And... why is such a weird thing in the Symposium?
You look through the scrolls. Some are sketches and designs for some contraption that... somehow extracts ore from stones? Powered by the river, somehow? It seems like that's what the High Bronze and Bnaimokt metal constructs were meant to be used for? You hadn't really ever paid much attention how your people extracted ore or worked metal.
You see other things as well. Strange metal and wooden contraptions, almost like a bow but turned on its side, with a strange lever mechanism. You aren't entirely sure what those are meant to be used for. A mechanical replacement for bows seems an... interesting idea, but not really practical? A Blooded man using a bow would surely be much more effective, and all of your people are Blooded.
Deeper into the building you find a room full of pots. Images are depicted one each one, in loving details. Men kill demons and monsters. You make note of a wide variety of demons, from massive giants clad in black armor, to strange beings of fire and sand. Sea demons are the most prominently depicted, however.
One thing you quickly realized, when examining the pots, is that no two demons are exactly alike. The monsters clearly come in "types" that can be easily identified. Each demon seems unique, even the weakest of them, and several times they are shown as strange spirits that seize and transform corpses.
Holy symbols, especially that of Smattas, feature prominently in their slaying.
It is the last thing that is most interesting to you. It is a painting placed upon parchment, somehow done in an almost lifelike detail. A woman... who looks exactly like your "grandmother" Naomi. She... hasn't aged a day, if it is truly the same woman. That cannot be normal, can it? Beside her is a young woman, armed with a bow and dressed as a man, with dark skin.
The portrait has a title, "Ruth and Naomi." Did... your grandmother know the original Ruth? Had they been friends?
You put this thought aside for now. You think it might be time to leave. You will certainly have some questions when you return home. And the Symposium of the modern day might be worth a visit...
One last picture, almost hidden away, catches your eye. It is a mosaic. A massive winged figure clad in black armor, horns atop his head, battles another figure. His opponent is a man clad in intricate bronze armor, a massive club in his hand. This alone wouldn't catch your eye. No, it is the name, written above the horned figure, that catches your eye.
"Amok, King of the Amalekite Giants." The mosaic follows in a sequence... culminating in Amok's death. Amok, whom the strange sorcerer-priest claimed to worship, shown here as a demon. One that had been slain.
Were the two one in the same? Were Jeremiah and Eliana still alright? You would have to leave it in El's hands.
You spend one last night in the city. Your dreams are peaceful. A strange song fills them, alongside fruit trees and the scent of citrus.
It is only a few days travel to Zepath itself and you feel prepared for the trip. You find the remnants of a road that runs near to the river. It provides surer footing once you leave the "bubble" of normalcy that surrounds Kavodel and enter the swamplands once more.
The journey to Zepath itself is easy. What you find when you get there is not. You feel it well before you arrive and are instantly on edge. Something... terrible is not far from you. It has not noticed you yet--indeed, you think it might be asleep?--but will it remain so?
The warning from the strange man comes to you. That Zepath has become the den of something terrible. And as you crest one last hill, you see it.
Zepath is gone. Something... else... is in its place. It is not the same as what came to Tanaach, as what what you saw depicted in Kavodel, but it is terrible in its own right. It is almost akin to a serpent, long and sinuous, but more... fishy somehow. It is many hundreds of feet long. Occasionally, a small discharge of electricity lashes at its surroundings.
You cannot kill that thing. But can you avoid it and see what lay to the south? It had been suggested to you...
[] You've seen what you came to see. Return home enlightened about the nature of Sea demons. You have a fine offering and made an impressive journey, there is no shame in this.
[] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[x] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] You've seen what you came to see. Return home enlightened about the nature of Sea demons. You have a fine offering and made an impressive journey, there is no shame in this.
[x] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] Go further south. The strange man mentioned something might be of interest some distance from the city and that the region was somehow "safer" for you. You might also be able to make use of your own strange gift, though after what you saw at Tanaach...
[X] You've seen what you came to see. Return home enlightened about the nature of Sea demons. You have a fine offering and made an impressive journey, there is no shame in this.
[X] You've seen what you came to see. Return home enlightened about the nature of Sea demons. You have a fine offering and made an impressive journey, there is no shame in this.
You have little trouble avoiding the sleeping demon. The lightning arcing from it doesn't travel more than a dozen or so feet from its body and you aren't anywhere near that, choosing to circle to the west around the creature. You have felt a pressure from one of your more peculiar abilities since you drew nearer to Zepath itself.
That pressure still holds firm as you enter the lands between it and the sea. You find a concealed location and let your mind drift, trying to latch onto whatever image of what happened here in the past.
You are Jushur, son of Atab, descended from the Mighty Man Zimram. The Mountain is strange. El, that immovable force, that everpresent beacon in your mind... has moved. The sky has turned dark as night and the moon as red as blood. Clouds gather in the sky and the river has dried up.
This Jubilee, Zepath had been assured safety. The King had said as much. That heretic that ruled in Kavodel agreed. The demons had tested your people and been driven back time and time again. They were meant to strike lesser targets.
But something is happening. Your grandfather, Zimram, has a dark look upon his face. It is not just the Mountain that shifted. More, things you had never even realized existed, had briefly shown themselves to the senses of any man of the Prophet's Blood. Something to the west, in the sea. Something below your feet. Other things in places you cannot describe.
And now you see them. They come in an innumerable horde. Fishmen as far as the eye can see, in the hundreds of thousands--perhaps even the millions--and walking amongst them, thousands upon thousands of demons. It is like something from the Old Tales and you realize that the Doom of your people has come.
The demons tower over their lesser minions. The smallest is two dozen feet in height, the largest sixty feet or more, all made of twisted carapace and claws. The earth shakes at their approach. The King commands a charge into their ranks, before they can reach the city. He and his Mighty Men will fight them and drive them from the walls of the city.
It is hopeless. They will fall. They will take many, many, many fishmen and demons with them, but they only number a mere dozen.
You are no Mighty Man. You are a mere House Man, and not even the greatest among them, but you will join your King in his charge. Whatever time may be bought... whatever price might be paid, in exchange for a miracle. But you cannot help but remember the feeling of El's movement, His... reaction to something.
And you cannot help but remember that something was in the sea. Something that had awoken. You cannot sense it now. Merely the Mountain--though that too, is strange. Fluctuating in a way you only remember once before, when Tanaach fell. One moment greater than you ever remember, the next reduced.
You join the King and his Mighty Men. You kill many fishmen, but for each you slay, another dozen replace them. You see one Mighty Man pulled down by sheer weight of numbers, a shout from the King slaying hundreds at a time, a demon wrestled to the ground and decapitated by several Mighty Men working together.
It is not enough. You build a mountain from the corpses of your enemy, and yet still more come. They do not try to fight you now, simply bypass you, to the true target: the city of Zepath itself. Others take your attention and you are driven back, step by step. Soon, you realize that the Mighty Men are in a similar situation.
Only the King continues to push forward. With each shout, demons fall to the ground, fishmen explode into gore, and lightning falls from the sky. Soon, he is surrounded, and you see him no longer. You can hear the strength of his blows even over the din of battle. Each blow is like the clap of thunder and the very earth shakes when he clashes with a demon.
But not even your King can hold out for too long. And you cannot lend aid. Nor can his Mighty Men. Soon, you find yourself before the walls of Zepath. They barely qualify as such. Ever have your people sallied out to meet your foe in open combat. The walls are more a fence. They will provide no aid in this battle.
The demons are in the streets, rampaging and killing, pockets of resistance forming around the Temple. If a miracle is to happen... it will be here. The King is surely dead. You last saw him a day ago, consumed beneath a tide of demon carapace, still trying to push forward so that he might slay the greatest of them and put this madness to an end.
And then you hear it. Every man, woman, and child of your people turn your gaze to the north. Something is there. Something immense. It is shouting a single word.
The demons let out great cries of terror and fear! The clouds part for a brief moment, the sun shining upon you, and the earth shakes! With a great surge you push them back... if for but a moment. But the clouds return, the rain falls again, and the demons rally.
They seem desperate now. As if they need to seize victory soon. And it proves so. A scant few hours later, as all hope truly seems lost, many of the Mighty Men fallen, the Cohen of the Temple dead... you again feel something to the north.
Only now it is near. No, not near. It is here. A voice thunders across Zepath and the demons cry out in terror!
It is the King's son, the heretic. He is supposed to be in Kavodel. He wields an immense sword. Its handle is of the Heart of the Mountain and it's blade... is some blue substance. Lightning arcs from it, slaying many, many, many demons in a single stroke. And you feel strong... stronger than you ever have before.
The vision ends. These were getting stranger and stranger. You had been, somehow, incorporating the mind of a man named Jushur? This power... it felt dangerous. Like you could lose yourself in it.
You have more important matters to worry about, though.
You continue your journey, skirting past Zepath itself, and heading south of the city. Any doubts you had that the swampland surrounding the region was unnatural was put to rest. Less than a day's walk past the demon lurking in Zepath's ruins, the land drastically changes. It grow dry, not quite desert, hardy trees and vegetation dotting the region.
You make camp that night. This place feels... not safe, but significantly less terrifying than the swamps? You no longer have an oppressive, foul feeling upon your Presence Senses. It is also nearer to the terrain you were trained in... and it's nice to finally have a nice, dry spot to sleep on.
You awake three hours early that night. Something is in your camp. You thought you had hidden it well, but apparently not.
It is a strange... hyena like creature, only bipedal and clad in a robe. It sees you looking upon it and unleashes a cackle. You cannot help yourself and begin laughing alongside it.
"Ahahahahah, slave of Nothing, slave of Zepath, chained slave. Blind to me, blind to yourself, blind to the world," it practically howls at you.
You keep on laughing, your face turning up in a rictus grin. The hyena demon laughs alongside you.
"Ahahahahah, fearful of the sea, fearful of the mountains, fearful of yourself."
It stops laughing for a moment and snaps at you, its teeth inches from your face.
You are holding Smattas' symbol in your hand. You don't know how you came to hold it. Your grip upon it seems to give you some control over your muscles, your laughter dying and your grin relaxing.
The demon doesn't seem to notice as it beings laughing again.
"Worshiper of false god, fled god, ashamed god. Specter of what once was. Do I free you? Do you free yourself? Free? Free? Free?" it begins intoning the last, not stopping. It reaches forward to touch you... and you feel it reaching to something within you.
[] Shove the symbol of Smattas in its face and strike with your spear. Another demon dead? (Expend 1x ??? Faith Token)
[] Shove the symbol of Smattas in its face and flee!
I've been rolling for random encounters at each segment of your journey. The dice have literally only ever been a 2 or a 16 on a d20, with the exception of one 14. Yeah. This is a 2.