Nomen Infernale XXIX: Whoever Is Intoxicated by Strong Drink Is Not Wise
General Summary
La Compagnia debates the benefits of trying to ford the river where they found it, and decides it best to continue traveling in the direction of Anekhsemeru looking for either ferry services or a better place to cross. The path along the river forces them toward ominous ruins at the top of a plateau. They are eventually squeezed toward a narrow path between a cataract and the ruins. They find a slower moving, wider place in the river and decide that some could swim across and tie rope on the other side to help guide the rest of the party across. As they approach the river they find the river is filled with wide, low creatures. Zahur warns them that the Ka'ab are peaceable provided one doesn't encroach on their space. He worries that with so many in the river it will be hard not to disturb them though.
Theo approaches Bira for an amicable solution and she is deeply pleased that the cleric chose empathy rather than slaughter. He speaks with the river cow who is enamored with his odd human ways and agrees to keep the other ka'ab clear that they might cross unmolested. As they cross the water rushing past the camels' legs spooks some of them. There is chaos for a moment as Asbjørn, Kegho, and Theo wrangle, calm, and cajole the camels. They manage to do so before anything could go horribly wrong.
After crossing they continue east with Riven leading the way. She encounters a raiding party led by a woman on camel. There are 14 desert folk. The leader asks where the party is heading and what their business is. Zahur translates and responds that they are traveling in peace. She demands a tribute to help support her band in exchange for passing through their territory and the party collects some coin to give her. She is pleased with the tribute and offers a helpful but cryptic gift: a suggestion that the party be wary of the Cult of the Maggot. Nani and Zahur ponder the name but neither recognizes it.
La Compagnia reaches Bemmu a sleepy farming community and stops at the tavern for a meal and, Alex hopes, information. The tavern keeper seems more interested in gaining information from the strangers passing through his inn than giving it. Alex prying about the cult makes the man uncomfortable and he apologizes before buying a round of drinks for the regulars. Alex's plan to loosen the patrons' tongues backfires as a Man with a shaved head and kohl around his eyes knocks into a bearded man, spilling his drink. The argument becomes quite personal relating to the kohl-eyed man's mother, and a fight breaks out, expanding to include all of the bar patrons.
Kegho is sober and Theo and Riven are merely tipsy, but the rest of the party is very drunk and joins the brawl with gusto. Keg is open-handed slapped by a patron and, with great control, slaps the man back with the same force. The patron crumples to the floor. He sighs wearily. Zahur ducks a patron swinging at him and punches the man back hard enough to knock him over the bar. Asbjørn laughs uproariously with pride at Zahur's good hit, and is so distracted he's almost taken out by the blacksmith, but recovers just in time and drops the bear of a local smith with little effort. Riven gets shoved into the barmaid who attempts to slap her, but Riven's aversion to being touched and catlike reflexes allow her to dodge and give the barmaid a slap in return. A man runs at Alex, who chop-blocks him sending him flying by his own momentum. Teleptyon gets hit from behind and swings wide on the return. Theo manages to make his voice heard above the fray and his honeyed voice, laden with Maya's mercy calms the fracas.
The bartender pokes his head up from behind the bar and timidly suggests it is time for the party to leave. They pack up and finish the trek to Anekhsemeru.
On the road they pass a ruined Khemian city. Kegho sees some of the party staring and firmly tells them no before moving on. They enter the city as the sun begins to set and head to the temple district hoping to find the nicest lodging. They are denied entry and decide to stay in the fishing village outside of the walls where Zahur grew up. They leave the walls of the city just before the gates are shut.
Character(s) interacted with
- A ka'ab
- Nomad leader
- Bemmu bartender
- Bemmu community members