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Nezbrael's Legacy

Created by Arledge Comics

All-new graphic novel with D&D style shenanigans where the vibe is a fantastic blending of Indiana Jones and Greek myth.

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Adventure Part VI
9 months ago – Sat, Oct 18, 2025 at 12:11:46 PM

You make your offerings


The chamber is silent, save for the soft hum of the runes pulsing on the statues. You steady your breathing, the glow of your crystal flickers in your trembling hand. Dust hangs thick in the air, almost glittering around you.

You glance around the circle of figures - guardians of the ruin - and feel the weight of the unseen voice's command again:

"If you seek what was buried, give what was taken."

The first to receive an offering is the obsidian statue: The One Who Guarded. You approach it slowly, raising your glowing crystal overhead. It's been your light, your only source of comfort since entering the ruins, but now its brightness feels borrowed somehow - something meant to be returned. You set the crystal gently into the statue's open, waiting, palms.

The obsidian surface drinks in the glow like water into parch soil. For a heartbeat, the entire statue radiates a deep, golden warmth. When the light fades, a faint whisper curls its way into your ear - soft, wordless, protective.

Next, the glass-like statue: The One Who Remembered. Its body is translucent, smooth, catching what remains of the dim light and fracturing it into rainbows across the floor. You search your pack and withdraw a small hand mirror - scratched, tarnished, but well-loved. You hold it up, briefly catching your own reflection: a dirt-streaked face, tired eyes, and trembling resolve. You place the mirror carefully into the statue's open hands.

The mirror fuses seamlessly into the statues palms, as though it were absorbed. The hum deepens. For a moment, you feel a rush of memories not your own - faces, laughter, tears, centuries collapsing into an instant. Before the vision fades, a single tear-like crack runs down the statue's cheek.

The basalt statue waits next: The One Who Judged. Rough, ancient, solid. You hesitate only a moment before stripping off your shirt and folding it neatly. The air is cold against your bare skin as you place the cloth into its hands. The basalt drinks in the fabric, hardening it into stone. Then its chest glows faintly red - like smoldering coal - and the air smells of smoke and earth. You feel the weight of unseen eyes - assessing you. Acknowledging you.

The marble statue: The One Who Followed. Its white stone gleams faintly under the layers of dust. From your belt, you remove your coin pouch - small, leather, and much lighter than you'd have liked. You set it into the marble hands. Instantly, the sound of clinking coins echo throughout the chamber, reverberating long after the pouch solidifies into more marble. The statue's head bows ever so slightly. Silent acceptance.

Finally, the bronze statue: The One Who Spoke. You withdraw a handful of rations - dried fruit and hardened bread - and place them into the waiting hands. The bronze begins to hum, a low metallic vibration that seems almost like a voice. The offering crumbles, but the sound deepens, reshaping itself into a single word: "Worthy."

Then the chamber shifts.

The mirrored walls flare into life, runes spiraling outward from the dais in lines of blue and gold. The statues rotate slowly to face inward, their faceless heads bowing. The chest on the platform groans, the seal cracking open. The air in the chamber grows warm - alive with expectation.

From deep below, the earth trembles as if something vast and sleeping stirs. The stream of water that once flowed uphill now reverses, surging downward into the dais. The glow intensifies, filling the room with blinding light. 

When the light finally fades, you find the chest is fully open. Peeking inside, you see a faintly glowing shape, wrapped in a cloth that shimmers like silver smoke. 

The statues cease glowing, cease bowing, cease watching. Their task is complete.

Adventure Part V
9 months ago – Mon, Oct 13, 2025 at 09:29:09 AM

Examine the Statues


You edge closer to the nearest statue, brushing away centuries of dust with trembling fingers. The stone beneath feels strangely warm—alive, even. Each of the five statues is carved from a different material: obsidian, marble, bronze, basalt, and something that looks almost like glass but hums faintly when you touch it. Despite their missing faces, their craftsmanship is flawless. Every line of muscle and fold of fabric is precise, deliberate.

You circle the chamber. The statues are arranged in a perfect ring around the dais, each facing inward toward the chest. They stand frozen in poses of supplication—hands extended, palms up, as though waiting to receive or return something.

When the light of your crystal passes over the base of the obsidian figure, you notice a small engraving. The letters are faint but legible: “The One Who Guarded.”

The next, carved from marble, reads “The One Who Followed.”

 Bronze: “The One Who Spoke.”

 Basalt: “The One Who Judged.”

 And the final, the glass-like figure: “The One Who Remembered.”

A chill ripples down your spine. Those words echo the inscription on the hatch. Open, and remember.

The statues seem to be arranged for some sort of ritual. For an offering? Before you can decide, the bronze statue emits a faint ringing sound, like struck metal. Its palms begin to glow from within, runes searing to life along its arms. The others follow suit, each lighting with a different hue—red, white, green, black, and blue—casting eerie reflections across the mirrored walls.

Then, simultaneously, all five extend their arms toward you.

You freeze. The motion is subtle but deliberate - mechanical yet fluid, as though guided by memory rather than gears. The ground vibrates softly underfoot, and dust drifts down from the ceiling.

They're waiting.

The words of the unseen voice return, stronger now, reverberating through the chamber: “If you seek what was buried, give what was taken.”

The statues’ hands remain open. Waiting. Expectant.

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Ahoy, adventurers! My wife is scheduled for a procedure tomorrow, so we're going to go a day or two without an update. Though, depending on your choices in today's poll, maybe expect additional polls 👀

Adventure Part IV
9 months ago – Thu, Oct 09, 2025 at 08:24:54 AM

Climb down while the light lingers


You take a deep breath to steady yourself, feeling the sour air fill your lungs, and plant your boots on the hatch's narrow edge. The metal groans softly under your weight. Staring down into the semi-darkness, you mutter a prayer to the gods as you begin your descent.

The exposed steps create a spiral, and you follow the curve carefully - slowly testing each step before placing the full bear of your weight on each small platform. Your next step finds no purchase, and you lurch forward to brace yourself. Your hands fall flat against the wall of the shaft.

You stay there a moment, unmoving, barely breathing. One foot firmly planted on a step, the other hanging. Your breath is shallow, ragged from the adrenaline, and somehow visible before your eyes. It certainly wasn't cold in the desert - and though underground, the shaft you currently found yourself in was plenty warm as well.

You lift one hand from the wall of the shaft and see a faint glow forming the outline of a handprint. It glows just the same as the runes on the hatch. In the light provided by the glow, you're able to see why you missed the following step. Simply, because there wasn't a step for you to land on. Looking down, you see what remains of the staircase - nothing but shredded metal, as if a great demon had ripped the metal apart with fiery claws.

What you do find is a ladder. The ladder isn't made of rungs but rather small handholds carved directly into the shaft's wall. They're uneven - too smooth in some places - and oddly warm to the touch, as if the metal itself remembers being held. The blue-white glow offers the only light. The light from the hatch above recedes a little more with each and every step downward.

Ten feet.

Twenty.

The air grows cooler, tinged with the smell of ozone and wet stone. A faint hum pulses beneath your palms, vibrating through the metal. It feels alive, like the ruin is aware of your intrusion.

Finally, your boots find solid ground. The glow from the walls isn't strong enough to penetrate the darkness, so you reach into your pack, to find a light producing crystal. You raise the crystal overhead, shining your light forward.

You're standing in a narrow corridor, the walls polished to a mirror sheen that reflects your crystal's light a hundred times over. Strange etchings ripple across the surface - runes similar to those on the hatch, but fractured and incomplete. The symbols seem to twist subtly when you're not looking directly at them.

A narrow stream of water runs through the center of the floor, vanishing into the dark ahead. The sound of it is soothing at first. Then you realize it's moving against gravity, flowing uphill toward you.

You take a step toward the stream and suddenly stop.

Something catches your eye.

The reflection nearest your feet blinks.

You jerk your crystal light toward it. Nothing. Just smooth metal. Your heart thunders in your ears. You could swear it had your face, only... wrong. A smile too wide. Eyes too empty.

CLANG

The hatch above seals itself with a low, resonant clang. The sound echoes like the toll of a distant bell. There's no going back now.

You advance cautiously. The corridor slopes gently downward, and the mirrored walls begin to distort your reflections - stretching them, fracturing them. You're walking between reflected versions of yourself that don't move quite right.

After several minutes, the passage opens into a circular chamber. In the center sits a raised platform, half buried under dust and roots. On it lies a chest of dark metal, etched with more runes - though these seem to lay dormant. Colorless. Surrounding the chest are five statutes, each missing their faces, their stone hands positioned as if in offering.

As you step closer, the air ripples again. The runes flicker faintly, responding to your presence. The chest hums softly. A voice - soft, layered, ancient - fills the chamber. Or only your mind? You can't quite tell if the sound is coming from outside or within.

"If you seek what was buried, give what was taken."

The runes begin to faintly glow. The statues' faceless forms shift slightly, turning toward you. Dust cascades from their shoulders like falling ash.


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I hope you're all having as much fun as I am with this! The voting period goes through the weekend, but we'll be back Monday morning with an update. :)

Adventure Part III
9 months ago – Wed, Oct 08, 2025 at 07:38:54 AM

Ponder the markings


You kneel down, setting your shovel aside. You reach out, brushing away the last of the sand from the hatch. The metal hatch is cold to the touch - too cold for something buried under layers of earth and sand. As you brush away the sand, the shapes become clearer and form an inscription. Your fingers trace the jagged runes. They're alien to you, yet somehow familiar.

"Open, and remember."

You read the words aloud before you realize that you're doing. As the last sound leaves your lips, the runes flare with a pale blue light. The air hums like a struck tuning fork, and the hatch beneath you shifts. The metal unfolds like petals, opening inward to reveal a shaft descending into perfect darkness. Old air rises up from the shaft, something acrid but smelling faintly electric.

A faint sound echoes from below - whispers? You strain to listen, but you can't make out the sounds over the sound of your heart thundering in your ears. 

The lighted runes flicker uncertainly, casting long warped shadows down into the exposed shaft. You focus on those shadows, recognizing a pattern. There's a stairway down, down, down, into the earth. A hollow clang echoes upward. Then silence. 

The runes give one final pulse of pale light before extinguishing completely, plunging everything into darkness. The silence that follows isn't empty. It's waiting.