It Belongs to a Museum

Luthor Harkon wants this museum to spread his prestige as it pertains to convincing the captains of awakening they better fucking not jump ship.

I don't think he'll COMPLAIN about an outside audience getting attracted but it is not at any point something he's talked about as a goal of the museum.
Demonstrating that you can convey a striking and intimidating image in representing your group to outsiders, such that future interactions with those outsiders will be favourable, is an important component of strong leadership. If Luthor's followers are mulling over the strength of his position, proving his ability to represent the Vampire Coast and his subordinates to those beyond it is a good way to shore that up!
 
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I do feel the need to point out that, if we're going to be making an exhibit regarding the lizardmen, we should do a learn action so we at least know what the different types are called. We should have at least surface level knowledge of everything we exhibit, in my opinion. Even if it doesn't actually have a mechanical impact, it's just embarrassing.
 
I can't say I have a strong opinion on this turn vote. I'm still pretty keen on the flags, and I think we should leave some of the lizardman stuff in storage until we can build a solid exhibit out of them later. I'm also behind learning more about the Lizardmen, but I can't help but wonder if it would be more efficient to just hire an expert later.

[X] Plan flags and learning
-[X] Create Exhibit (Conquest of Haakon the Bloody, using Ship, Fortress, and Death Mask only)
-[X] Acquire relic (pirate flags of the vampire coast).
-[X] Learn (Lizardmen)

This plan does leave all of our fancy Lizardman relics and dinosaur bones in storage, but they don't synergise too well with the Haakon exhibit, except in a vague "here's some stuff Harkon might have encountered, we don't know what it is yet" kind of way.

I think we set up the basic Harkon exhibit now, make some goodwill, hire a crew or contact that can grab us a lizardman centrepiece next turn, and then a few turns after that we make a proper lizardman exhibit. Not using the pieces now means we won't have to rejig the pirate one later (I don't know if there's an action cost to removing something from an exhibit to create a new one whilst keeping the old exhibit mostly intact).
 
Luthor Harkon wants this museum to spread his prestige as it pertains to convincing the captains of awakening they better fucking not jump ship.

I don't think he'll COMPLAIN about an outside audience getting attracted but it is not at any point something he's talked about as a goal of the museum.

I think that, either way, attracting outsiders is helpful cuz it helps us get more patrons, which helps us get more exhibits, which could help us make the museum more prestigious as pertaining to his captains.
 
I think that, either way, attracting outsiders is helpful cuz it helps us get more patrons, which helps us get more exhibits, which could help us make the museum more prestigious as pertaining to his captains.

And a museum near Awakening that attracts outsiders is a great opportunity to do business for Harkon and Awakening as it provides a reason for people who would not want to be caught going to Awakening itself to be nearby and perhaps run into a local to talk business.

It might not be why Harkon founded us but I doubt he would object to a location that gives an excuse for some useful contacts to drop by the neighborhood.

"Do business with the vampire pirates? No no no of course not. I have never set foot on Awakening or one of their ships. I just visited that wonderful museum. Sure some of the fellow visitors seemed a bit sickly but my only interest was in its collection of historical ships."
 
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... thinking about it...

Its very weird that the curator of this museum is older than most if not all of its exhibits.

For us, this is contemporary history. Even if we were not there.
 
[X] Plan: Final Prep
-[X] Acquire Relic (Lizardmen skeletons)
-[X] Learn (Lizardmen)
-[X] Acquire Relics - via Princess Aelsabrim Fallenstar - Plants

Get some skeletons to pose with those weapons we got this turn, learn enough to call them something more accurate than just "big lizardmen" and "small lizardmen", and get a few plants for one or more of 1) setting the scene, 2) showing some possible sources of poison for those blow darts, and/or 3) exhibiting things that are dangers in their own right that Luthor also had to overcome.
 
[ ] Cultivate Audience (specify who and what)
Oh - oh, even better thought! You know who'd be interested in seeing an extremely old Norscan longship and a novel Norscan fortification, who'd be impressed by plunder from the Lizardmen and a Skaldic teller of tales, and who could sail to get here?

The denizens of Skeggi!
I also think we should get some Norscan visitors, both for the throughput and potential partners.

I love that more cerebral taverns are a thing in Awakening.
finding places that value a good, well-aged brain on a plate.
I have an image of a bar with rows of pickled brains in jars - except the brains are the patrons. They communicate with magic, or bubbles, idk.

Seriously, though, the way to get Lizardmen skeletons is to open a booster pack of skeletons and hope we get lucky.
...unboxing video...

Regular skinks and sauruses, yes.
Not Kroxigor? Are they much rarer?

Way better than those punks over in the Maelstrom!
For a moment I was wondering why we had beef with Huron Blackheart and the Red Corsairs, before remembering yeah, we probably would as well.

And a museum near Awakening that attracts outsiders is a great opportunity to do business for Harkon and Awakening as it provides a reason for people who would not want to be caught going to Awakening itself to be nearby and perhaps run into a local to talk business.
I only hope we can stop potential visitors being attacked. Maybe a system of tickets and escorts? Maybe a ferry/cruise?
 
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