A mystical title that grants the bearer authority over the South Gate of Mount Qaf.
Extra Fields
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 Sapphire 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 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. ))
Obligations & Rights
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.
Domain
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 Gate Master's 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.
Additional Notes
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 together. 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 jewellery 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 Notes: Kazar, the guardian of the Temple at Alcaraz, 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, taking the treasure with him.