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When Sky and Sea Were Not Named
  • Welcome
  • How to Play
    • Taking Actions
    • Movement
    • Attacks
    • Braces
    • Compels
    • Maneuvers
    • Tracking Your Stats
    • Experience
    • Downtime
      • Learning Lore
      • Downtime Endeavors
      • Endeavors, A–Z
  • Heroes
    • Origins
      • Tel-Kanan
      • Mazr
      • Shinar
      • Zordin
    • Callings
      • Champion
      • Wanderer
      • Mastermind
      • Messenger
        • Way of Flame
        • Way of Storm
        • Way of Names
      • Sorcerer
        • Dark Magic
        • Light Magic
      • Arbiter
        • Code of Fellowship
        • Code of Freedom
        • Code of Glory
        • Code of Honor
        • Code of Justice
        • Code of Order
        • Code of Power
        • Code of Truth
    • Lore
      • Agility Lore
        • Dance
        • Forestcliffs
        • Riding
        • Skyremes
        • The Cloak
        • The Dagger
        • The Hand
        • The Sling
      • Strength Lore
        • The Atlatl
        • The Bow
        • The Mace
        • The Panoply
        • The Shield
        • The Spear
        • The Stone
        • The Sword
        • Wrestling
      • Will Lore
        • Ancient Cylinder
        • Ancient Rod
        • Death
        • Dream
        • Insurgency
        • Lord Adod
        • Path of Air
        • Politics
        • Solar Circle
        • Song
      • Intellect Lore
        • Ancient Mirror
        • Balloons
        • Civilization
        • Code of the Clay King
        • Crafting
        • Deep Time
        • Medicine
        • Monsters
        • Navigation
        • Scrolls of the Sorcerer
        • Tactics
        • Trade
        • Wisdom of Adod
    • Items
      • Arms
      • Armor
      • Mundane Items
      • Magical Items and Artifacts
      • Mazrian Devices
    • Ideals
    • Stats
  • Adventures
    • Foes & Folks
      • Monsters and Monsterfolk
      • Wraiths
      • Kananite NPCs
      • Mazrian NPCs
      • Shinarian NPCs
      • Zordin NPCs
    • Sample Adventures
      • The Ruins of Jeribo
        • Landing on Jeribo
        • 1. Skyharbor
        • 2. Market
        • 3. Town Square
        • 4. Citadel Tower
        • 5. Library
        • 6. Temple of Adod
        • Wrap-Up
      • The Lost City of Elusha
        • Landing on Elusha
        • 1. Tall Building
        • 2. Ruined Plaza
        • 3. Hilltop Ruins
        • 4. Dry Canal
        • 5. Three Gates
        • 6. Ziggurat Entrance
        • The Company Arrives
        • Wrap-Up
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When Sky and Sea Were Not Named

ADVENTURES  ⟩  THE RUINS OF JERIBO  

Wrap-Up

← 6. Temple of Adod  ✧  Adventures →

After the Zordin and monsters are dealt with, any remaining survivors topside (Hotep, Tey, and Jebedoah) reveal themselves and express their gratitude. The remaining townspeople eventually emerge and climb back up the forestcliff if the heroes aren’t motivated to search for them.

Among the hiding townspeople are two rebels, an old soldier with a bad leg, a Zordin harvester posing as a Kananite, and 22 commoners. One of the commoners owns the deflated balloon and knows the Balloons lore. Another commoner is the chief and knows the Politics lore. If you didn’t include Ezra and Zubai in the adventure, the balloon traders are with the hidden townspeople as well. 

The townspeople are grateful to the heroes and eager to help rebuild Jeribo. The citadel is intact, but the market and temple are in disrepair, and so is the library if the heroes fought inside it. It’s up to the heroes to decide what to work on during downtime. 

← 6. Temple of Adod  ✧  Adventures →
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