Table of Contents
This page is about Lady Gallorett's share of Alexanders Treasure.
Approved:
Artifacts & Historical Items
- Twee originele scrolls met poems van Sappho
- Several large saphires and rubies
- Dingen uit China via de Silk Road
- Writing implements
- Jade armbanden
- Hairpins
Occult Items
- Tanden en klauwen van de manticore
- 2 flesjes met wat bloed van de manticore (niet hele bloedpunten, maar de kleine flesjes)
- Teksten over alchemical metallurgy
- Occulte teksten over verschillende Griekse en Perzische rituelen
- Occulte en religieuze teskten uit India
- Ster van Bethlehem
- Yalmi
- Princess Anagalshu, wife of Akurduana: de dochter van koning Ana-sin-emid, prinses Anagalshu zit gevangen in een vessel vanwege de wraak van Akurduana, omdat haar broer hem heeft veraden. De prinses weet niet wat er precies gebeurt is.
- Needs some information about what kind of person she is.
Twin Quills
Rating: 2
This exquisitely carved wooden quill holder holds two starkly white, identical quills. The carvings of the quill holder show two veiled women with wings, each sitting to the side of an indentation where an inkwell is to be placed. The pair of quills were crafted from feathers plucked from two captive Peri—a rare pair of twin sisters. The Sorcerer that captured the twins bound them to their respective quill. When an inkwell of sufficient quality is placed on the stand the ethereal Peri are roused from their slumber, and are bound to perform two services for whomever placed the inkwell.
- The first sister's quill writes on its own, taking dictation and writing out letters, orders, and any other type of document or note requested of her in a neat and well-readable script. To most it seems as if the quill itself is moving around and writing, but those that are in tune with the occult might see fleeting glimpses of the outline of a winged woman holding the quill as she writes.
- When a name and some form of address is written on a letter or enveloppe with the second sister's quill, she will take the missive and deliver it to the adressee. The missive will be delivered with the same speed as if it was delivered via contemporary post services. Though unlike most post services, the Peri sister will always be able to find the adressee. Even if the adress if vague, though it must be good enough for a local postman to actually deliver the message, she will track them down eventually—the exact duration of the delivery is at the storyteller's discretion: delivering a missive to a vague or difficult to reach place might take longer. Once the missive is delivered, the Peri hurries back without delay to reunite with her sister. The Peri can be sent out to deliver a batch of letters, which she will then deliver in a smart order to minimize the delivery time.
Being ethereal beings, both sisters understand any mortal language, though they are not free to communicate beyond the minimum required to fulfil their tasks, or even alert others to their captive state.
Master of the South Gate of Mount Qaf
Rating: 7
Originally held by Kazar, the title Master of the South Gate of Mount Qaf is a magic item in the abstract sense: it is the expression of a mystical mantle of authority over the South Gate of Mount Qaf. The gate—also known as the Saphire Gate—connects to the spirit world of Qaf, home of the Jinn, Peris, and Daeva. The title comes with supernatural rights and obligations, as well as a personal domain for the gate master to reside in. A holy site related to the South Gate, known as the Temple at Alcaraz for its last known location, is always part of the domain and reflects both the spiritual importance of the title and the splendour of Mount Qaf.
- Supernatural creatures sensitive to such matters, especially those of near eastern origin and those related to Mount Qaf, recognize the holder of the title and will change their attitude accordingly. Weaker creatures might try to curry favour, or cower in fear in hopes of being ignored. Stronger creatures might seek out the holder of the title to ask for a boon, two feuding entities might present their case for judgement, and some might even try to gain access to the personal domain to steal from the treasure within. Regardless of their disposition, the gate master enjoys a -1 difficulty on any roll for social interaction with supernatural creatures that recognize their authority (though such recognition might be purely subconscious).
- The gate master can call on the mystical mantle of authority. As the mantle of authority asserts itself a supernatural pressure weighs down on all nearby, and the irises of the gate master's eyes begin to glow with an eerie red light. As they speak, their voice carries an unnatural undertone, as if a hundred djinn stand with them and whisper the same words. The gate master gains +2 bonus dice on Intimidation while the mantle is called upon. This effect is Obvious. Unfortunately, over time calling on the mantle becomes a natural instinct for most, and a (Self-control) roll at difficulty 6 is required to prevent the mantle from asserting itself when the in times of anger. The difficulty of the roll can be adjusted to match the situation at the storyteller's discretion. Also at the storyteller's discretion, a roll might be required for other situations, such as when Frenzying, or for when feeling intense jealousy or hatred.
Additionally, the title comes with the following obligations and rights:
- The holder of the title is under the obligation to protect supernatural creatures from Mount Qaf—which includes many creatures from babylonian and persian origin, and may encompass others at the storyteller's discretion. The gate master will be instinctively aware of whether a creature falls under their purview or not, and while they may ask for a small service or favour in return—as a lord would do—they are duty-bound to intervene on the creature's behalf.
- The holder of the title is under an obligation to collect treasure that enhances the splendour of the temple. They gain some sense of nearby treasures that would enhance the splendour and wealth of the temple. "Nearby" in this case can easily be measured in tens or even hundreds of miles—as the splendour of the treasure increases, only those treasures that would improve it are of interest. What exactly counts as 'treasure' is partially dependent upon the world-view of the title holder.
- The holder of the title has the right to order any supernatural creature of Mount Qaf to tell them the truth when queried about treasures that would increase the temple's splendour, as well as items, people, or creatures that the gate master is seeking to collect for their own purposes. After being ordered thusly, the creature is compelled to answer truthfully. This effect can be resisted only by an expenditure of 2wp, which will allow them resist the compulsion for the rest of the scene.
- The holder of the title has the right to declare an individual or entity anathema to Mount Qaf, which will clearly mark that creature as an enemy to any entities related to Mount Qaf and might even convey some meaning to other supernaturals. Supernatural creatures of Mount Qaf will seek to harm the individual, and depending on their abilities might either harass them for some time, or outright battle them.
Finally, the title comes with a personal domain for the holder to reside in:
- The domain has a single entrance to it in the real world which the title holder can freely move to any place nearby herself; the entrance will blend in with the local environment so as to not draw too much attention. For example, it will present itself as a normal door when placed on a wall in a mansion, or it might become a trapdoor when placed on the floor of a cellar. Regardless of where the entrance is placed, everyone that goes through it will enter the domain—though they will do so only with their clothing and personal belongings, boxes, crates, and large objects they are carrying will remain outside, and end up near the domain's entrance. Note that someone's vessel count as their personal belonging, even if they are currently residing inside it, and as such can be carried in and out of the domain without hinder as if the vessel's resident would be entering and leaving the domain themselves.
- As a special allowance on the limitations of items entering the domain, the gate master can pull items into the domain when they are brought in to as treasure to increase the splendour of the Temple. Once inside these items cannot be taken out again by the gate master herself, or at her command. However, others that have entered the domain can peruse and even take out parts of the treasure—either by simply stealing them, or by attempting to negotiate with the gate master. The gate master may allow others to remove part of the treasure if this is done in exchange for some other, greater treasure.
- The domain can house up to twelve people without issue, providing them with mundane food and drink if they require such sustenance. Those inside the domain do not recover from wounds, nor do they restore lost blood. It is neither a good place for convalescence, nor can those inside be fed upon repeatedly. It is possible to have more than twelve people inside the domain, which allows receiving guests (or intruders), but they should not stay for an extended stay.
The Key of Alcazar, better known as the Star of Bethlehem in modern times, is associated with the Temple. The star consists of six identical pieces of crystal, and its magical qualities become clear once all pieces are correctly puzzled toghether. When completed, the star will lead they way to the current location of the temple, regardless of where the entrance to the personal domain is hidden. The true power of the Key of Alcazar is in allowing someone to claim the title after the previous holder has been defeated. Unfortunately for the new holder of the title, doing so will use all magic in the key and disperse the pieces throughout the world to slowly regain their magic—and to be found and used by others to once more seek out the domain and its treasures.
OOC Notes: When the title is claimed by a character, there are things that their player should do:
- The player of the claimant should discuss the definition of "treasure" with the storyteller to find something that suits the campaign. Examples include: gold and precious stones, exemplary jewelry from all corners of the earth, unique scrolls and works of literary art, or statues of great quality.)
- The character's player should work out what the personal domain of the character looks like. There is a lot of freedom, but some things are required in the domain: the Temple should at least be featured in the domain, and there must be some features of the domain that related to babylonian and persian nature of the item. Regardless of the specifics of features both natural and constructed, the inside of the domain is about 4 square mile, with the boundaries consisting of clearly natural boundaries.
History: Kazar, the guardian of the Temple at Alcaraz [1], fled to the eventual site of Persepolis after the sack of Alcaraz, taking with him the holy site itself and any treasure he could save from those revolting against Alcaraz. Eventually, Alexander the Great conquered Persepolis, and burned it to the ground [2], taking the treasure with him [3].
[1]: https://en.wikipedia.org/wiki/Alcaraz_Palace
[2]: https://en.wikipedia.org/wiki/Persepolis#Destruction
[3]: https://www.livius.org/sources/content/diodorus/alexander-sacks-persepolis/
Demon Mirror of Akurduana
Rating: 3
This bronze mirror, created by the sorcerer Akurduana of Akkad, has a perfectly circular polished mirror surface that is encircled by three windings of a spiral of ancient cuniform inscriptions of such small size that almost inhuman finesse would have been required to inscribe them. The cuneiform written arround the reflective area first describes the incantation that is to be used to capture a demon's reflection.
This mirror allows its owner to capture a demon's reflection. To do so two things are needed. First, the owner of the mirror must have in their possession an object that is spiritually linked to the demon. The mirror itself is spiritually linked to the demon Mali Kamara, and no other object is required to affect her via the mirror.
Second, the owner of the mirror must look at the reflection of a demon, or someone possessed by a demon, and read out the inscribed incantation. To succesfully capture a demon's reflection an (Intelligence + Occult) check is required, with the a minimum number of successes depending on demon. If the roll is succesful (i.e., more successes are rolled than are necessary for the capture of this demon), the demon's reflection is attracted to the reading of the incantation, and follows the spiral into the mirror.
Once a demon's reflection is captured the mirror:
- The demon's reflection counts as the demon itself for purposes of rituals, disciplines, and other powers. This means that rituals that require the presence of a demon will work when the mirror is present, and that disciplines that could affect demons, such as Dominate or Presence, will affect the demon when their reflection is targeted.
- The owner of the mirror can attempt an ad-hoc ritual using the mirror as a focus, to try and influence the demon's behaviour. This requires a (Intelligence + Occult) check, with a number of successes dependent on what the sorcerer wants the demon to do and the nature of the demon itself. Having an appropriate gift or offering ready to tempt the demon might reduce the required number of successes, whereas asking it to go against its nature will severely increase the required number of successes, in all cases the final difficulty is at the storyteller's discretion.
The mirror can only hold a single demon's reflection at a time. The capture reflection must be released before a new reflection can be captured.
History: With the mirror comes a tablet of stone, on which it is written that the sorcerer Akurduana has performed many powerful feats for king Ana-sin-emid, for which he has been rewarded with gold, slaves, and the daughter of the king as his seventh wife. It is furthermore written that the influence of the sorcerer Akurduana reaches beyond this world and in to the world of the gods, where he has a dwelling made of pure marble, with twelve times twelve guards that are absolutely loyal to him, and where he has captured five spirits of fire to do his bidding. Finally, it is written that he has created this mirror to capture the demon Lilith, who has been plaguing the king—whether he succeeded or not is not mentioned.
Inheritance of Anat
Rating: 2
This unassuming ceramic flask contains a silver liquid that seems to almost float within the flask. To most its value is in the novelty of the strange liquid, but to any true servant or descendant of Anat herself, the bottle is much more. When the liquid is consumed by a true servant or descendant of Anat, it will unseal any sealed powers and knowledge, restoring to the servant or descendant to their true station in life as they would have had in Anat's presence.
After consumption, all of Annette's knowledge will be unsealed. She will regain knowledge of her time serving Anat, details of ancient rites, the names, appearances, and habits, as well as many other minutiae of supernatural creatures. She will recall the many (now long dead) individuals she met during her existence, and the many locations she visited (most of which will be ruins, or simply dust by now). Next to this, she will regain knowledge of several dialects of Akkadian, Sumerian, as well as Old Aramaic, Greek, and several lesser known dialects and languages dating from the Bronze Age to the Hellenistic period.
This knowledge will allow Annette to act as a knowledgable conversation partner on topics of the occult, ancient cultures, and ancient languages—it will also allow her to give one aid die when aiding Lady Gallorett with occult research, crafting of ingredients or occult items, the reconstruction of rituals, and when dealing with supernatural creatures in a somewhat formal social setting. Next to this it will also allow Annette to translate texts in ancient scripts from the middle-eastern area, ranging from the Bronze Age to the Hellenistic period.
Will be turned into a +1 rating increase for the Retainer (Annette) background in 4R.
The Maiden Princess' Harp
Rating: 2
This harp was gifted to the princess Thaleia by her brother, the wise prince Eumaeus of Laodicea who was known for seeing through even the most cunning of lies and cutting through any deceit placed before him. After hearing his sister lament her lack of suitors, prince Eumaeus went out to seek an instrument worthy of her so that her musical skill would shine, and thereby help her find a suitor.
He finally found the harp as it was offered to him by Dolos, who was disguised as a beggar, after he placed offerings at a shrine to Euterpe. The wise prince, knowing of the many trickeries played by the gods, asked many questions of the beggar. Dolos, in his disguise as a beggar, answered the questions of the prince, truthfully stating that the harp will allow his sister to enchant her audience with her performances, attract many romantic partners, and that it will guarantee a marriage. Believing the beggar's gift to come from Euterpe, he returned home to Laodicea, and gifted the harp to his sister.
The harp grants +2 dice to all Performance rolls while it is being played. Additionally, it lends itself especially well for performances that celebrate love or evoke emotions of attraction. When trying to impress an audience, all performances celebrating love are at a -1 difficulty to play, and all performances intended to evoke emotions of attraction are at a -2 difficulty.
Dolos cursed the harp to ensure that the princess would never find a husband, while making sure that he could trick the wise prince by speaking the truth about what the harp would do. The harp's magic will affect anyone that can hear and see the performer. If the (appropriate Attribute + Performance) roll by the performer scores more successes than the listener's Temperance rating, the listener is affected by the harp's magic.
If the affected listener is male, he will lose any attraction he has for the performer, and instead find his attentions redirected to nearby women—which will almost certainly be readily available given the second aspect of the curse. If the affected listener is female, she is compelled to stay and listen to the full performance. Furthermore, if the listener is a young maiden or an unwed noblewoman, she will feel some attraction to either a suitable man in the audience, or if such are lacking, the performer. The curse of the harp exerts supernatural mental influence, and the effect can be resisted for one willpower.
Ahwahnee Perfume Box
Rating: 1
This wooden box, decorated with stylized carvings of flowers and other imagery associated with Xōchiquetzal, containes a singular crystal cup with detailed etchings depicting flowers, a number of earthenwork jars filled with colourful powders, a small stone mortar and pestle, and highly decorated stirring sticks made from carved human bone.
By pouring boiling water in the crystal cup, adding a pinch of the powder from one of the jars, and stirring with the provided stirring stick, a perfume can be made that replicates the smell of any flower on earth. Careful mixing of several powders in this way allows the creation of many unique and alluring perfumes. The perfume box only works for small amounts of perfume.