Knicks & Knacks

A Great Grandchild or Post Inspired by A Post Inspired by A Post Inspired by A Post

In The Lands Of Wild Men Walk The Gods Who Have Lost It All

When the cultic ritual for a god is lost, the god is not able to participate in the cosmic battle of order and chaos. Instead, they must take care of themselves or starve to death. They take up hoe and plow on the other side of the sky and plant their seeds, till their fields, and reap their harvests.

When the heavens above, as the earth beneath, is stormed by chaos itself, these gods cut off from men must defend themselves.

When the tide of chaos is too great, and their state too weak, they may flee heaven above for the earth below to wander until the cult be restored and they regain their strength. Unfortunately for both they and us, much like when someone falls off a roof, they don't get to choose where they land.

They are forced to wander the lands of the wild men, far from the reach of civilization's warm light and strong walls. Those brave enough to venture out into that swirling world of the unknown may find themselves face to face with a god. Men entertain angels without knowing it, after all.

Amsaduga

If you find an iron chain pulled taut out in the wild lands, wait for it to move so you may know in which direction to go, for one end leads to Amsaduga and the other never ends. The chain is pulled slowly, but it never slackens. Every lurch is small, seemingly insignificant, yet the other end disappears into the horizon.

At the proper end of the chain is Amsaduga. The chain is wrapped around his throat. His head is one large, ever-gaping mouth from which slobber and laborious, raspy breaths spill. He has no eyes, ears, or nose. His body is an emaciated amalgamation of a bear, a man, and a snake. What made him such a monster is unknown; the effects of chaos are strong in the lands of the wild men. He pulls with man's hands and bear paws the seemingly infinite chain. He walks along like an oxen under the yoke, showing strength despite his appearance.

Those who speak to Amsaduga are spoken to through choked gasps. Amsaduga will beg to be set free from the chain which chokes him.

If the party refuses, Amsaduga will not stop moving, not even twitch, but every party member will feel as though a snake had bitten them somewhere on their body. They will never be able to remember their childhood or adolescence, for Amsaduga has consumed those days.

If the party accepts, they will find the chain unbreakable at every link. There is no mundane, magical, or divine means of breaking the chain. The only way to set Amsaduga free is to unwrap the chain from his throat. It takes almost no effort to do so - the chain is simply coiled many times. Completely unraveling sets Amsaduga free, killing him instantly. The chain will then wrap around the throat of whomever has it and they will become monstrous as Amsaduga was, consumed by a never-ending hunger and a desperate desire to be set free from the weight of the chain.

There is no escaping the chain. Someone must always pull it.

Those who free Amsaduga and escape the chain by sacrificing another will find a link of an iron chain atop the crown of their heads. Its weight is far beyond normal. If the fingers of both hands are linked to this, that individual will be able to perfectly remember any event of their past. They will never be able to forget the one they sacrificed.

Issiachar

It is the two small, winding streams which lead to Issiachar. These streams have one distinction which makes them known as hers: the longer one stares at their reflection in these tranquil waters, the older their reflection appears. Looking upstream after seeing one's reflection age always reveals Issiachar.

Those who find Issiachar never actually get to meet her face to face. She is always a distance away, just beyond where sight is sharp and clear. Her voice sounds like an echo and her form is human...enough. The streams seem to come from below her...her feet? Those who have gazed upon her too long speak of visions and nightmares when they close their eyes.

No amount of speed ever brings her closer. Despite this somewhat annoying behavior, she is kind to those who find her, often wishing them well. She loves questions, but does not like the inquisitive. Those who dwell on her answers and contemplate her sayings are always met with approval; they tend to be the ones she speaks with longest.

When the party is satisfied with her answers and makes to leave, she will ask a favor of the party: she wants them to send something to her before she disappears. Items of bone, flesh, wood, or other decaying materials will never reach her; things of stone, metal, or precious gems will.

Should the party succeed in getting an object to her, they hear the sweetest laughter to ever bless their ears. She will thank the party excessively for their gift and give them one in return. When the party awakes from their gift, she will be gone, the streams will have dried up, and each party member will know when and how they will die.

Should the party fail in getting an object to her, a wail emanates from her which drives them to their knees and causes their ears to bleed. The streams will turn to blood at their feet. When the sun rises the following day, all members will have aged 6D6 years.

Regardless of success or failure, each member who asked her a question will find a small vial of water within a pouch or pocket. The vial is glass and contains one drop of water. Dropping it into an eye allows the individual to clearly see one event which will happen. It behaves as normal water for any other purpose.

Uma

Uma is always seated at a large, low table with cushions all around. The table is always set with the finest wares, foods, and drinks. They are jovial and inviting to all who find them, happily sharing their delights. Over the course of the interaction, everything about Uma will shift - voice, skin color, height, weight, gender, clothing - except their age. Though it is hard to perceive at first, the outline of their body is somehow hazy, like the waves of the hot desert.

Uma is searching for Amsaduga and Issiachar, hoping to invite both to their table for a meal. They will ask if the party knows anything about either individual, and will give undivided attention to anyone who has such information.

If someone in the party gives Uma information they desire, Uma will pronounce a blessing upon that individual. That person will never again hunger or thirst; the food and drink from Uma's table will sustain them every day of their life. The merriment will increase and Uma will send the party away with a month's worth of provisions which weigh nothing (take no inventory space) and taste like wafers with honey.

If someone in the party knows information Uma desires, but refuses to share it, Uma will invite the party to stay at their table for longer, always speaking of the next course or delicacy to try. Those who have not consumed any of Uma's delicacies may make the appropriate save (Charisma/Soul/Magic/etc.) to refuse their offer. Those who have consumed Uma's delicacies may make the appropriate save, but at disadvantage (or -X). Those who fail accept the invitation. They will eat, drink, and be merry. Then they will die. Those who succeed will be able to excuse themselves and leave, but they will meet Uma again.

If no one has any information, Uma enjoys the company, shares freely from their table, and sends the party on their way with provisions enough for two weeks. These provisions are weightless (take no inventory space) and taste like wafers with honey.

Uma must never find Amsaduga or Issiachar.

Credit Where It Is Due

CatDragon on discord gave me two prompts for Prompts' Giving. Their first was to rewrite this post which they wrote in response to this post who wrote theirs due to inspiration from another post I couldn't find.

The post you just read is my rewrite (or bastardization) of their post, hopefully done to their (and your) satisfaction.

You can find CatDragon's stuff over as Glass Candles and read all the good stuff they have.

Thanks CatDragon!