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Join Naila on her journey as a magician of Araby and the experiences she has. Bind or befriend the spirits of the land, face foes, both ancient and new, and discover magics and treasures alike.
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Araby Quest (Reboot)
To the south of Tilea and Estalia and the west of the Dead Lands lies the realm of Araby. An ancient land ruled by semi-independent city-states ruled by sultans or caliphs in the west and nomadic peoples who traverse the rest of the country's inhospitable deserts. You are one of the many people who call it home and one day, something happens to you.

Choose Your Origin:

[] Assassin

Araby does not have assassins if by assassin one means men and women of low character and virtue who commit murder for some amount of money. It does have the Principled Ones, men and women who have committed themselves to the transformation of the act of murder into an art and science.

You are an assassin who has accepted their first mission as a journeyman.

[] Baridin

Araby is a vast land and the Diwan al-Barid, the Ministry of Postal Service is key to binding it together. Dedicated postmen travel throughout the various terrains, delivering messages and packages. It is also the duty of the Diwan al-Barid to act as the domestic intelligence apparatus of the Sultan of All-Araby. They spy on the magistrates, clerks, clerics, merchants, fakirs, nobles, and slaves looking for the first sign of a threat to the peace and security of the Sultan's realm.

You are a postman assigned to a new route and tasked with observing a new social movement.

[] Cleric

Araby, despite what some might say, is a pious land. The Arabyans worship a variety of gods and spirits in grand temple-complexes in their great cities or in small shrines throughout the villages and towns. The power of these entities shapes the daily life of mortal. It is no surprise then that some will dedicate themselves to serving these powers. They range from the Signs of God/Goddess to the clan elder.

You are a cleric whose village has come under attack by some unknown threat.

[] Corsair

There is no master of the ocean save Dhul-Haniq, God of the Sea and Storms, but al-mujahideen al-bahr or what the northmen call corsairs are the closest mortal will ever come. At least, this is what they say. Corsairs engage in coastal defense, piracy, and geopolitical struggle. They are feared and respected for their seamanship and fighting ability.

You are the captain of a ship on the hunt when you encounter something unexpected.

[] Criminal

Araby is not without its criminal element, be they raiding clans, pirates (much different than corsairs), smugglers, and others. These people struggle between themselves, the authorities, and other groups for the fortune and wealth and freedom of a life outside of the law.

You are one of these figures and trouble has appeared on your turf.

[] Fakir

Araby is famed for her magicians who bind great and minor elemental spirits called Jinn. Fakirs serve in a variety of roles ranging from supporting military actions, advising sultans, investigating supernatural events, and ruling their own domains as caliphs.

You are a journeyman sent to investigate what is upsetting a local spirit.

[] Ghazi

There are foes to the pious and it is the guzat who handle these obstacles to the faithful. Guzat are what the northman call templars. Dedicated warriors who guard temples, holy sites, escort pilgrims, and wage battles against enemies of their god.

You are a ghazi assigned to the protection of a pilgrimage.

[] Merchant

The wealth of Araby is built on the work of the merchants and so they are highly venerated and honored among the Arabyan peoples. The wealth of merchants can grow to where they become high-ranking viziers or even sultans themselves.

You are the head of a minor Merchant House seeking a way to achieve success when you receive an invitation of an unknown figure.

[] Physician

In Araby, health and healing is handled by a series of people, but among the elite of these occupations is the physician. Trained in the investigation and diagnosis of diseases and injury, the physician is often a commonplace figure in the retinue of the wealthy.

You are visiting a new client who reports odd growths on their body.

[] Warrior

Arabyans are no stranger to war and battle. Their ancestors fought the Nehekharans when they first came west, they fought the Undead when the last Great King of the East called for aid, they fought the northmen during Jaffar's Folly, and they have always fought among themselves and the beasts and horrors native to their home. Be it with the long spear, bow, saber, or straight sword, even their foes will admit their skill and ferocity.

You are a new recruit who has just been assigned to your first posting.

Welcome back to Araby. This is a reboot of an attempt I made at running a quest. A variety of reasons led me to my failure, but I have learned from my lessons and intend on doing better. If you have a question, let me know.
 
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Information on the Quest
Hello to Araby Reboot. This is a reboot of my original attempt at doing a quest. A variety of issue led it to be unfortunately abandoned to include losing all my notes.
  1. The quest will be set in 1990 I.C. in Araby. While certain events will occur, do not expect them to happen exactly as they did in canon.
  2. The mechanics is based on Crusader Kings. You have six attributes:
    1. Diplomacy effects your ability to negotiate and please people.
    2. Intrigue is your skill at manipulation and scheming.
    3. Learning is your ability to learn and understand concepts.
      1. This is the magic casting attribute for arcane magic.
    4. Martial indicates your ability at warfare and combat.
    5. Piety is your connection with the gods and spirits.
      1. This is the magic casting attribute for divine magic.
    6. Stewardship handles the affairs of logistics and economics
      1. Value Thresholds:
        1. 0-4: Terrible
        2. 5-8: Poor
        3. 9-12: Average
        4. 13-16: Good
        5. 17-25: Excellent
        6. 26+: Heroic
    7. Magic is possible for some characters. It exists in two forms. Arcane magic and divine magic. Arcane magic casts spells and cantrips while divine magic has miracles and blessings.
      1. Arcane magic will be based on the Elementalist/Illusionist/Alchemist Careers from 1e, The Old World, and non-canon homebrew as by this time color magic has not been discovered.
      2. Value Threshold for Arcane Magic:
        1. 1: Salik (Student)
        2. 2-3: Murid (Apprentice)
        3. 4: Wasil (Journeyman)
        4. 5-6: Faikrs (Magician)
        5. 7-10: Pirs (Magician Lord)
      3. Divine Magic does not have a value threshold, but it does have required success rolls based on your piety.
        1. Example: You decided to cast a blessing of healing. You have a piety of 18. This means you have breakthroughs of 30/60/90. You roll an 80+18 and a final report of 98. You heal the person to completely to include recovering missing limbs if needed.
      4. Failing to meet the required roll can result in divine punishment which can last until penance is made.
      5. If you try to cast a spell higher than your current magic skill, then a +10 is added per level to the required success roll.
        1. Example: The spell requires a 7 magic skill. You have a 4 magic skill. The average required roll is 50+30 (Insufficient Skill) and this makes the new required roll to be 80.
      6. Failure to roll the required success roll will cause a miscast and have you roll to see how bad the miscast is. 100 would just be the magic fails to happen with no ill effects. 1 would be rolling on the major miscast table.
    8. Some options may have a write-in slot. This will allow you to write-in an action not listed.
    9. The cultures of Araby are based on the cultures of the Middle-East and the historic practices of Islam. I am Muslim, but not of these cultures, so let me if anything I post is insulting or harmful. I really don't want to offend anyone.
 
Magic Purchases
Magic Purchase
You have eight points, and you can purchase Petty Spells, Lesser Spells, Elemental Spells, Covenants, and Bindings.

Petty Spells (Cost one point per spell)
  • Magical Inscription: For a period of 1 hour, you are able to write a text that can be understood by you or those to whom you entrust the key.
  • Jinn's Aspect: For a period of 5 minutes, you will gain an aspect of a jinn you have bound or made a pact with.
    • If you have made a covenant or bound a Jinni, you will gain Lightness of Form, reducing your weight by one third, but allow you to have the same degree of strength.
    • If you have made a covenant or bound an Ardi, you will gain Strength of the Stone, your strength increases by one third, but so does your weight.
    • If you have made a covenant or bound a Marid, you will gain Be Water, your flexibility increases as though you were made of water.
    • If you have made a covenant or bound an Ifirit, you gain Inner Fire, your internal body temperature never goes lower or higher than what is healthy for you.
  • Accalmie: For a period of 2 minutes, you can cause all meteorological and geological phenomenon stop in a radius of 5 feet.
  • Tattoo of the Sandstorm: For one hour, a marking you have drawn on skin will hid the subject from notice. It will not work if anyone pays the subject direct attention, has a strong will, or is particularly alert.
  • Blinding Sand: A wind of sand and dust flies toward the target and irritates their eyes.
  • Boulders: You create a handle of stones that you can throw at a foe.
  • Detection of Treacherous Areas: You are able to detect the presence of moving sands, landslides, and other dangers around you.
  • Gentle Fall: When you jump from any height, you fall very slowly as though you weighed as much as a feather.
  • Gust: You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.
  • Hearing the Earth: Place your ear to the ground, you can hear all the creatures moving on it. You can focus the spell and discover the approximate position and size of beings, their number, and the direction being traveled.
  • Hiding Traces: When you walk, the land becomes hard and allow you to leave no traces.
  • Humid: You create a zone of moisture of 10 yards that can smear ink or make a surface slippery.
  • Identify Toxic Fumes: You can detect the presence of poisonous fumes.
  • Light: You create a small light, roughly equivalent to a torch, which glows from a part of your body of your choice or an item you choose. You can increase or decrease the level of illumination. It will not work on magical forms of darkness or fog.
  • Obedient Flame: You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but it will emit heat and set flammable objects alight.
  • Protection from Rain: You can keep yourself dry whatever the weather, unaffected by precipitation. This affects rain, hail, sleet, snow, and any water falling from the heavens but not standing water.
  • Sculpturing: Use a boulder no bigger than the foot, you can shape it into simple forms like bowls, spoons, forks, knives, mugs, etc.
  • Water Mirror: On an unbroken surface of the natural water reservoir (puddle, pond, lake, etc), you can see the reflection of beings that passed by it in the last two hours, but only if the reservoir was created before the passage of beings. Details will be hazy and hard to make out.
Lesser Spells (Cost two points per spell)
  • Aegis of the Elements: You call on the element of your choice to create a magical equivalent to light armor.
  • Arms of the Elements: You call on the element of your choice to create a magical weapon of your choice.
  • Blessing of the Flame: You imbue a weapon with the cleansing power of Fire. This turns the weapon into a magical weapon but nothing else.
  • Dispel: You dispel existing magic.
  • Disrupt: A more aggressive form of Dispel.
  • Dome of the Rock: You create a dome of earth around yourself.
  • The Jinni's Step: You gain the ability to walk on air at your normal speed.
  • Magical Alarm: You mark a spot, allowing you to know when anything moves through said spot.
  • Petrify Door: You transform a door into stone. It must be broken down in order to gain entrance.
  • Shield of the Elements: You summon a shield of the element of your choice.
  • A Jinni's Theft: All noise produced by the target is silenced.
  • The Marid's Embrace: You put a target to become drowsy and then eventually pass out. It takes two minutes to work.
  • Elemental Ward: You ward an area with the element of your choice, hindering attacks from outside the area. Requires 10 minutes of preparation at the minimum.
Elemental Spells (Cost three points per spell)
  • Lore of Air
    • Simple
      • Air Cloak: Air Cloak creates a layer of compressed air as a cloak around you, ensuring partial protection against non-magical missiles. Can be stacked with Aegis of the Elements.
      • Oxidation: By holding an inanimate object in your hand, you can make it older than about 50 years with each breakthrough.
      • Cloud-Cover: You call forth a cloud of the surrounding detritus 6 yards in diameter. All beings in the cloud are rendered incapable of seeing unless they leave the cloud.
  • Lore of Earth
    • Simple
      • Assault of Stones: You cause an assault of stones upon a target or group of targets within 48 yards.
      • Find Mineral: You can specify the direction and approximate distance of the nearest one deposit of a selected mineral.
      • Stone Skin: You gain a hard stone shell, but that reduces your natural movement speed and flexibility.
  • Lore of Fire
    • Simple
      • Blinding Flash: You transform the flame, be it nearby or one you created yourself, into a blinding spark of fire.
      • Arson: You focus the power of Fire around you to set alight all flammable objects within 20 yards.
      • Drying: You focus the power of Fire to dry an indicated object up to the size of a man or smaller.
  • Lore of Water
    • Simple
      • Breath Underwater: You do not feel the need to breathe while underwater.
      • Create Spring: You place your hand on the ground and produce a spring of fresh water where none existed before. It will only last one hour and be affected to the normal forces of gravity etc.
      • Walk on Water: You can walk on water for an hour or as long as it takes you to reach dry land.
Covenants are contracts made between you and a jinn. In exchange for a service or resource, a Jinn will perform a specific service for you. The jinn will not act outside the limits of your covenant, so if you wish for them to do something else, you will have to renegotiate the covenant. (A Covenant costs 4 points and you can only choose one,)
  • A lesser Jinni, a spirit of Air, has agreed to cast Air Cloak for you in exchange for a bowl of goat's blood every day.
  • A lesser Ifirit, a spirit of Fire, has agreed to cast Blinding Flash for you in exchange for a chicken burnt alive each request.
  • A lesser Ardi, a spirit of Earth, has agreed to cast Soft Earth for you in exchange for you to perform a rite in the desert every two weeks.
  • A lesser Marid, a spirit of the Water, has agreed to cast Calling the Rain for you in exchange for you to be ritual drowned every week.
Bindings are Jinn you have beaten in a battle of wills and bound them to an item. Bound Jinn want to be free, and they will attempt to free themselves every-time you call on their power. You must pass a test. If you fail even once, the jinn will be free and immediately attack you, meaning you will have to banish or bind it again, but not within the same object as it was previously bound to. (A Binding costs 4 points and you can only choose one.)
  • A lesser Jinni, a spirit of Air, has been bound to a glass marble. You must pass a Req 60 each time you call on their power and abilities. If you succeed, the jinni will cast Lesser and Simple spells of the Lore of Air on your behalf.
  • A lesser Ifirit, a spirit of Fire, has been bound to a burnt copper ring. You must pass a Req 60 each time you call on their power and abilities. If you succeed, the ifirit will cast Lesser and Simple spells of the Lore of Fire on your behalf.
  • A lesser Ardi, a spirit of Earth, has been bound to bag of sand. You must pass a Req 60 each time you call on their power and abilities. If you succeed, the ardi will cast Lesser and Simple spells of the Lore of Earth on your behalf.
  • A lesser Marid, a spirit of Water, has been bound to fishbone comb. You must pass a Req 60 each time you call on their power and abilities. If you succeed, the marid will cast Lesser and Simple spells of the Lore of Water on your behalf.
 
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Vote closed
Scheduled vote count started by Whynot09 on Sep 11, 2024 at 10:34 PM, finished with 26 posts and 3 votes.

  • [X] Plan: Sneaky Desert
    -[X] Tattoo Of The Sandstorm
    -[X] Blinding Sand
    -[X] Gentle Fall
    -[X] Hiding Traces
    -[X] Obedient Flame
    -[X] Protection From Rain
    -[X] Arms of the Elements
    [x]Plan Survivalist Crafting
    -[x]Create Spring
    -[X] Obedient Flame
    -[x]Sculpturing
    -[x]Drying
    [x]Plan Certified weather magician.
    -[x]Covenants: Marid
    -[x]The Jinni's Step
    -[X] Protection From Rain
    -[x]Jinn's Aspect


Survivalist won the dice roll
Whynot09 threw 1 3-faced dice. Total: 2
2 2
 
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Character Selection
[] Yusa Khodadehi (Yusa, Son of the Goddess)

Titles: Titles: Wasil Ikhan al-Hakim (Journeyman of the Brethren of the Wise), Akhi Tayifat al-Jinn (Brother of the Cult of the Jinn)

Ethnicity: Ibriyy
Sub-Group: Persaran-e Abri (Ibriyy from the Gulf of Medes)​

Background:
An orphan from the city of Shilan in the Gulf of Medes. Raised by the Cult of Asera until his 10th birthday when his ability with magic was discovered. He was given the choice between the Cult of Bael and the College of Sorcerers. Yusa chose the College. From 10 to 16, Yusa was raised in the College until his apprenticeship with Sara Banki in the city of Kopher. Sara is famed for her ability with air magic. On his 21st​ birthday, Yusa was given his first mission as a journeyman to deal with a spirit causing trouble in the town of Mabbah.

Yusa is a tall, lanky with curly black hair and a crooked nose from a fight he lost as a student.

Stats and Traits
Stats:
Diplomacy: 10
Yusa is not terrible at socializing, but it would not be accurate to say he is great at it either.

Intrigue: 9
Yusa saw the challenge of sneaking as one not worth mastering, given how the priestesses always seemed to know where you were.

Learning: 15+2+1=18
Yusa is a highly capable scholar, both of his own natural ability and the instruction given to him as a child and adolescent.

Martial: 5
Yusa has fought five times in his life and though he tried, he lost each time.

Piety: 3-2=1
Despite being raised by priestesses, Yusa does not honor the gods, going to the extremes of traditional magician views of the Divine and argues them to be nothing more than uppity spirits.

Stewardship: 15
Yusa has a good understanding of economics, trade, and other related fields.

Magic: 4
Yusa has mastered the lesser and petty spells of his tradition and now may learn the simple spells of the elemental lores.

Traits:
A Mind Like a Knife's Edge: Yusa is gifted with a natural brilliance, capable of understanding various subjects with an almost supernatural ease. +2 to Learning

Man, Maker of Gods: Yusa sees the gods as spirits risen to power through the worship and faith of others. He sees them not as figures to revere, but as phenomenon to study. -2 to Piety, +1 to Learning
Skills
Skills:
Diplomacy:
Etiquette (Jinn) (Inter I): His education has made Yusa aware of the manners and mores of the spirits of Araby. +4 to Diplomacy with Jinn.

Etiquette (Fakirs) (Inter I): Yusa has spent much of his life among the magicians of Araby. What others see as strange, Yusa sees as normal. +4 to Diplomacy with Fakirs

Etiquette (Persaran-e Abri) (Basic II): Yusa was born to the Ibriyy of the Gulf of Medes or as they know themselves, the Persaran-e Abri and though distance and time has lessen their hold, he still remembers his people. +2 to Diplomacy with the Persaran-e Abri.
Intrigue
Learning:
Lore (Jinn) (Inter III): As a graduate of the College of Sorcerers, Yusa learned about the various types of spirits native to Araby. +6 to Learning related to Jinn.

Lore (Magic) (Inter III): As a graduate of the College of Sorcerers, Yusa learned about the magical traditions of Araby. +6 to Learning related to Arabyan Elemental Magic

Lore (Araby) (Inter III): As a graduate of the College of Sorcerers, Yusa learned about the general political and social history and contemporary landscape of Araby. +6 to Learning related to Arabyan Politics and History.

Language (High Nehekharan) (Fluent): Yusa can speak High Nehekharan, the language of the arcane traditions of Araby.

Language (Classical Arabyan) (Fluent): Yusa is fluent in the literary form of Arabyan used in 2nd Millennium Araby.

Language (Madim-e Abri) (Fluent): Yusa is fluent in the regional language of the Persaran-e Abri.
Martial:
Piety:
Theology (Jinn) (Inter II): As a magician, Yusa is an initiated Brother of the Cult of Jinn and serve in the role of cleric if needed. +5 to Piety related to the Cult of Jinn.

Theology (Bael) (Basic I): Yusa was raised by the Cults of Bael and Asera. He knows some of the stories and legends of his people's gods. +1 to Piety related to the Cult of Bael.

Theology (Asera) (Basic I): Yusa was raised by the Cults of Bael and Asera. He knows some of the stories and legends of his people's gods. +1 to Piety related to the Cult of Asera.

Stewardship
Accounting (Inter I): Yusa has mastered the basics of accounting. +4 to Stewardship related to keeping financial accounts.

Trade (Basic III): Yusa understands the basics of trade. +3 to Stewardship related to trading.


[] Naila ibnat Fayruz Rais al-Jarrah ibnat Aiyat-ulr-Rahima al-Maeji (Naila, daughter of Fayruz the Chief Surgeon, daughter of Aiyat-ulr-Rahima; who is of the House of Maeji)

Titles: Wasilah Ikhan al-Hakim (Journeywoman of the Brethren of the Wise), Ukht Tayifat al-Jinn (Sister of the Cult of the Jinn), Sayyida al-Maeji (Lady of the House of Maeji)

Ethnicity: Stirijani
Sub-Group: Stirijani al-Haikk​

Background:
The youngest daughter of the House of Maeji, one of the great noble houses of al-Haikk and preeminent clans of the Stirijani of al-Haikk. Her father is the personal physician of the Sultan of All Araby and Her mother is the Chief Surgeon of the Grand Hospital of al-Haikk. Naila was born to wealth and comfort. When her ability was revealed, her parents had a tutor from the College of Sorcerers come to their home to teach her. Naila was then apprenticed to Saleh al-Naar ibn Khalid al-Haikki, a magician famed for his ability with fire magic. On her 21st birthday, she was sent to deal with a spirit causing trouble in the town of Mabbah.

Naila is short with straight black hair with freckles across her nose.

Stats and Traits
Stats:
Diplomacy: 13+2=15
Naila was raised to speak to sultans and sultanas, amirs and amiras, and all other people of status.

Intrigue: 12
One must always learn step softly among the powers of the land.

Learning: 16+1=17
Naila is a brilliant scholar with an incredible focus on the subjects she finds fascinating.

Martial: 4
Naila has never really fought anyone in her life except her sisters who she beat through the strategy of crying for her parents.

Piety: 15+1=16
Naila is a rarity among her order. She holds to Dhat-Rahima, Goddess of Mercy, Compassion, and Healing and to the traditional ancestor-worship of her people.

Stewardship: 10
Naila is not incapable in the field of economics, accounting, and related fields, but it is safe to say she never understood as experts would.

Magic: 4
Naila has mastered the lesser and petty spells of her tradition and now may learn the simple spells of the elemental lores.

Traits:
A Name Akin to a Key: Naila was born to one of the most powerful families in al-Haikk. Her name carries a weight that most people will gladly pay attention to. +2 to Diplomacy.

Honor the Goddess and the Ancestors: It was both her ancestors and the Merciful who brought her people to safety in the fall of their ancient home. Only a fool would disregard this history. +1 to Piety.

Not a Penny Spared: With wealth comes an education few can receive. +1 to Learning.
Skills
Diplomacy
  • Etiquette (Jinn) (Inter I): Her education has made Naila aware of the manners and mores of the spirits of Araby. +4 to Diplomacy with Jinn.
  • Etiquette (Fakirs) (Inter I): Naila has spent much of her life among the magicians of Araby. What others see as strange, Naila sees as normal. +4 to Diplomacy with Fakirs
  • Etiquette (Nobility) (Inter II): Naila has spent her life among the powerful and understands their ways as only someone raised among them can. +5 to Diplomacy with Nobility.
    • Etiquette (Nobility of al-Haikk) (Inter III): Naila knows the nobles of al-Haikk as a fish understands the members of its school. +6 to Diplomacy with Nobility of al-Haikk.
  • Etiquette (Stirijani al-Haikk) (Inter II): The House of Maeji raises its children to always remain among the People and never be separate from them. +5 to Diplomacy with Stirijani al-Haikk.
Intrigue
  • Cant (Stirijani Sign Language): In the days before the Goddess brought your people to Araby, when they traveled looking for a new home and allies, surrounded by enemies. A language was made so the People of Fallen Strijus could communicate without risk of rousing the ire of unfriendly ears. Though those dark days are over, Naila's family retains the knowledge and so teaches it to each child. Both to maintain the tradition and so they may communicate when speaking is not possible.
Learning:
  • Lore (Jinn) (Inter II): As a graduate of the College of Sorcerers, Naila learned about the various types of spirits native to Araby. +5 to Learning related to Jinn.
  • Lore (Magic) (Inter II): As a graduate of the College of Sorcerers, Naila learned about the magical traditions of Araby. +5 to Learning related to Arabyan Elemental Magic
  • Lore (Araby) (Inter II): As a graduate of the College of Sorcerers, Naila learned about the general political and social history and contemporary landscape of Araby. +5 to Learning related to Arabyan Politics and History.
    • Lore (al-Haikk) (Inter III): Both her upbringing and education has left Naila with an understanding of al-Haikk's political and social history and contemporary landscape. +6 to Learning related to al-Haikk's Politics and History.
  • Lore (Medicine) (Inter I): While Naila is no physician, she still has a better than average understanding of Medicine. +4 to Learning related to Medicine.
  • Lore (Stirijani al-Haikk) (Inter II): Naila learned the history of her people from her mother, aunts, and granmothers and learned its politics from experience. +5 to Learning related to Stirijani al-Haikk Politics and History.
  • Language (High Nehekharan) (Fluent): Naila is fluent in High Nehekharan, the language of Araby's arcane traditions.
  • Language (Old Reman) (Written): Naila can read and write in Old Reman, the language of the Northern literati.
Martial
Piety:
  • Theology (Jinn) (Inter II): Despite her own religious beliefs, Naila is an initiated Sister of the Cult of the Jinn and can act as cleric if needed. +5 to Piety related to the Cult of the Jinn.
  • Theology (Dhat-Rahima) (Inter I): Naila is not am initiated member of the Cult of Dhat-Rahima, but she was raised in Her worship and holds tightly to Her. +5 to Piety related to the Cult of Dhat-Rahima.
  • Theology (Ancestor-Worship) (Inter I): Though Dhat-Rahima is their adopted goddess, the Stirijani of Araby have not forgotten their ancestors and continue to honor them to this day. +5 to Piety related to Ancestor-Worship.
Stewardship:
  • Trade (Physician) (Basic I): Naila understands the basic cost and expense of a physician's services. +1 to Stewardship related to Physician needs.
 
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Vote closed
Scheduled vote count started by Whynot09 on Sep 22, 2024 at 1:09 AM, finished with 12 posts and 8 votes.
 
Character Sheet

Naila ibnat Fayruz Rais al-Jarrah ibnat Aiyat-ulr-Rahima al-Maeji

(Naila, daughter of Fayruz the Chief Surgeon, daughter of Aiyat-ulr-Rahima; who is of the House of Maeji)

Titles: Wasilah Ikhan al-Hakim (Journeywoman of the Brethren of the Wise), Ukht Tayifat al-Jinn (Sister of the Cult of the Jinn), Sayyida al-Maeji (Lady of the House of Maeji)

Ethnicity: Stirijani (Stirijani al-Haikk)

Background: The youngest daughter of the House of Maeji, one of the great noble houses of al-Haikk and preeminent clans of the Stirijani al-Haikk. Her father is the personal physician of the Sultan of All Araby and her mother is the Chief Surgeon of the Grand Hospital of al-Haikk. Naila was born to wealth and comfort. When her ability was revealed, her parents had a tutor from the College of Sorcerers come to their home to teach her. Naila was then apprenticed to Saleh al-Naar ibn Khalid al-Haikki, a magician famed for his ability with fire magic. On her 21st​ birthday, she was sent to deal with a spirit causing trouble in the town of Mabbah.

Physical Description: Naila is a short woman with straight black hair and freckles across her nose.

Stats and Traits

Stats:
Diplomacy: 13+2=15
Naila was raised to speak to sultans and sultanas, amirs and amiras, and all other people of status

Intrigue: 12
One must always learn step softly among the powers of the land.

Learning: 16+1=17
Naila is a brilliant scholar with an incredible focus on the subjects she finds fascinating.

Martial: 4
Naila has never really fought anyone in her life except her sisters who she beat through the strategy of crying for her parents.

Piety: 15+1=16
Naila is a rarity among her order. She holds to Dhat-Rahima, Goddess of Mercy, Compassion, and Healing and to the traditional ancestor-worship of her people.

Stewardship: 10
Naila is not incapable in the field of economics, accounting, and related fields, but it is safe to say she never understood the subject as an expert would.

Magic: 4
Naila has mastered the lesser and petty spells of her tradition and now may learn the simple spells of the elemental lores.

Traits:
A Name Akin to a Key: Naila was born to one of the most powerful families in al-Haikk. Her name carries a weight that most people will gladly pay attention to. +2 to Diplomacy.

Honor the Goddess and the Ancestors: It was both her ancestors and the Merciful who brought her people to safety in the fall of their ancient home. Only a fool would disregard this history. +1 to Piety.

Not a Penny Spared: With wealth comes an education few can receive. +1 to Learning.

Remember the Ardi: For the insult of terrible wine, a sharp rock will find its way into your sandals once a day till you return with a better vintage. -2 to a random martial or intrigue roll.

Mercy of the Palm: A tattoo of the First Invocation of the Most Merciful written in the shape of a tree. Given to you by a lady in white.
Abilities: ???

Skills

Diplomacy
Etiquette (Jinn) (Inter I): Her education has made Naila aware of the manners and mores of the spirits of Araby. +4 to Diplomacy with Jinn.

Etiquette (Fakirs) (Inter I): Naila has spent much of her life among the magicians of Araby. What others see as strange, Naila sees as normal. +4 to Diplomacy with Fakirs

Etiquette (Nobility) (Inter II): Naila has spent her life among the powerful and understands their ways as only someone raised among them can. +5 to Diplomacy with Nobility.

Etiquette (Nobility of al-Haikk) (Inter III): Naila knows the nobles of al-Haikk as a fish understands the members of its school. +6 to Diplomacy with Nobility of al-Haikk.

Etiquette (Stirijani al-Haikk) (Inter II): The House of Maeji raises its children to always remain among the People and never be separate from them. +5 to Diplomacy with Stirijani al-Haikk.

Intrigue
Cant (Stirijani Sign Language): In the days before the Goddess brought your people to Araby, when they traveled looking for a new home and allies, surrounded by enemies. A language was made so the People of Fallen Strijus could communicate without risk of rousing the ire of unfriendly ears. Though those dark days are over, Naila's family retains the knowledge and so teaches it to each child. Both to maintain the tradition and so they may communicate when speaking is not possible.

Learning:
Lore (Jinn) (Inter II): As a graduate of the College of Sorcerers, Naila learned about the various types of spirits native to Araby. +5 to Learning related to Jinn.

Lore (Magic) (Inter II): As a graduate of the College of Sorcerers, Naila learned about the magical traditions of Araby. +5 to Learning related to Arabyan Elemental Magic

Lore (Air Magic) (Basic III): You have gained the beginnings of a further understanding of Air Magic. +3 to Learning related to Air Magic.

Lore (Araby) (Inter II): As a graduate of the College of Sorcerers, Naila learned about the general political and social history and contemporary landscape of Araby. +5 to Learning related to Arabyan Politics and History.

Lore (al-Haikk) (Inter III): Both her upbringing and education has left Naila with an understanding of al-Haikk's political and social history and contemporary landscape. +6 to Learning related to al-Haikk's Politics and History.

Lore (Medicine) (Inter I): While Naila is no physician, she still has a better than average understanding of Medicine. +4 to Learning related to Medicine.

Lore (Stirijani al-Haikk) (Inter II): Naila learned the history of her people from her mother, aunts, and granmothers and learned its politics from experience. +5 to Learning related to Stirijani al-Haikk Politics and History.

Language (High Nehekharan) (Fluent): Naila is fluent in High Nehekharan, the language of Araby's arcane traditions.

Language (Old Reman) (Written): Naila can read and write in Old Reman, the language of the Northern literati.

Martial
Piety:
Theology (Jinn) (Inter II): Despite her own religious beliefs, Naila is an initiated Sister of the Cult of the Jinn and can act as cleric if needed. +5 to Piety related to the Cult of the Jinn.

Theology (Dhat-Rahima) (Inter I): Naila is not am initiated member of the Cult of Dhat-Rahima, but she was raised in Her worship and holds tightly to Her. +5 to Piety related to the Cult of Dhat-Rahima.

Theology (Ancestor-Worship) (Inter I): Though Dhat-Rahima is their adopted goddess, the Stirijani of Araby have not forgotten their ancestors and continue to honor them to this day. +5 to Piety related to Ancestor-Worship.

Stewardship:
Trade (Physician) (Basic I): Naila understands the basic cost and expense of a physician's services. +1 to Stewardship related to Physician needs.

Spellbook

Create Spring: You place your hand on the ground and produce a spring of fresh water where none existed before. It will only last one hour and be affected to the normal forces of gravity etc.

Obedient Flame: You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but it will emit heat and set flammable objects alight.

Sculpturing: Use a boulder no bigger than the foot, you can shape it into simple forms like bowls, spoons, forks, knives, mugs, etc.

Drying: You focus the power of Fire to dry an indicated object up to the size of a man or smaller.
 
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Turn One: Madness in Mabbah (Madhab, 1 Mu'tamir, 3990 B.A.)
It was in the first moment of seeing the docks of Mabbah that you knew something was wrong. Ceder trees did not grow on dockyards nor in the town behind them, but despite this simple fact. A forest stood before you. The air filled with the spicy tang of ceder resin, and the green needle-like leaves moved gentle in the sea breeze.

"Captain was this here when you left?" you asked, looking at Reza, captain of the Beloved. He was a sun-burnt man dressed in the short-sleeved tunic common to sailors.

"Can't say it was, Your Eminence," he said, his thick Nafali* accent merging multiple words into one. Even to you, it was almost intelligible.

"Then events have progressed poorly," you said, pulling out the note from your robe pockets.

Do well, child.
Suzan ibnat Haroun, Caliph* of al-Haikk

You took a breath and let it out before commanding the ship to set anchor further down from the docks. You and a small band of sailors to include Reza, walked up. Each sailor carried a weapon. Most common were hammers and axes. Reza had a saber with a broad blade. You had a pen, an inkwell, and a notebook.

(Preliminary Findings: 30/60/90/120: 98+17 (Learning)=115)

It was obvious this was the work of magic, but upon closer inspection of the trees you noted three important traits:
  1. There were two mystical signatures at work.
  2. One was a combination of Water and Earth magic. You suspected this to be derived from the titular troublesome jinn.
  3. One was something you were entirely unsure of as it was rather obscured to the point of almost being non-present with no distinctive aspects to it.
What did this mean? From your own rather limited knowledge of dendrology, these looked like adult ceders. Combined with the fact that the crew of the Beloved had not seen them in the week before they left Mabbah to pick you up from al-Haikk. Such a short growth window meant an immense amount of power had to have been used to get them to this age, but the only thing that was strong enough to do that would have been a Greater Jinni. You knew of only one in the region. Hamoush, but he was a Greater Ifirit and in covenant with the caliph of Gobi-Alain. A group of jinn could do this, but no tribe or clan were located here. There were the spirits of the Southern Forest, but they were an anarchic breed, loyal to no one but themselves.

The questions ran through your mind as you took samples from the trees while the sailors looked for the townsfolk.

(Did They Find Anyone: 1)

"Not a single soul, Your Eminence," said Reza during dinner. His cabin was a sparsely decorated place. It had a small bed, chest, and a shrine to the Sea-Father. As a captain of a sea vessel, Reza was a lay priest of the Cult, able to perform the rites and rituals to appease the Most Furious*.
It was his privilege as captain to have a cabin and your privilege as a magician to be invited to share it with him. The meal was a well-made, but simple lentil soup and flat bread. You wondered why Reza seemed so opposed to anything but the most necessary. It did not fit with the stories of flamboyant captains winning fame and fortune with a grand smile and defiant laugh. Then again, you did not block out the sun with a wave of your hand, so perhaps all stories were a bit exaggerated.

"Could they have fled somewhere nearby? To one of the other towns perhaps?" you asked.

"Possible. We'd have to check and see, but they were dedicated folk, them Mabbahiya. Fleeing their home just cause some trees popped up don't make sense,"

"A sensible thing to flee when magic occurs without a reason," you replied. You were not the northmen who burned the Talented* for simply breathing, but your people understood mystical events happening without a known cause was a sign to be concerned at the least.

"Fair enough,"

"Was this part of the curse? My own reports gave little information as to what exactly was being done by the jinni,"

"Trees growing? No, it was an illness. Made people all tired and sleepy. Saw folk pass out in the street while walking. This is all new to me," said Reza and you kept quiet that this was also all new to you as well.

You finished dinner and discussed your plans before leaving his cabin for your own. Stripping off your robes for sleeping clothes, you muttered a quick prayer to the Most Merciful* before passing out.
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Arabyan Trivia:
Nafali: Someone from the docks of al-Haikk.
Caliph: Highest rank within the Tayifat al-Jinn (the Cult of the Jinn) and the Ikhan al-Hakim (Brethren of the Wise). Caliphs have complete authority over every magician within the limits of the city-state they reside in or the territory they directly control.
The Most Furious (Al-Ghadib): The common epithet used for the Arabyan God of the Sea and Storms.
The Talented (al-Mawhiba): The Arabyan term for anyone with any magicial ability.
The Most Merciful (Al-Rahima): The common epithet used for the Arabyan Goddess of Medicine, Mercy, and Compassion.
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Welcome to Araby Quest (Reboot), Turn One. Turns will fluctuate in the amount of time they cover depending on exactly what is being done. For quests like this one, turns will cover smaller amounts of time ranging from hours to months. Outside of quest-lines, turns will cover a year. For this current questline, your turns will cover a month each. You are starting on Madhab, the first day of Mu'tamir, the first month of Arabyan calendar, in the year of 3990 B.A. or 1990 I.C.
You have four action points (AP). Each action point will cover one week.


Investigate:
[] Examine the trees
[] Examine the magical signatures.
[] Write-In​
[] Explore the town and see if there is any evidence to find.
[] Search the Shrine of the Elements
[] Search the Temple of the Gods
[] Search the Town Hall
[] Search the Magistrate's Home
[] Search the Harbor Master's Office​
[] Visit the Southern Forest
[] Speak with one of the local spirits.
[] Write-In​
[] Visit one of the nearby towns and see if anyone from Mabbah is there.
[] Write-In
 
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Vote closed
Scheduled vote count started by Whynot09 on Sep 28, 2024 at 12:40 AM, finished with 8 posts and 8 votes.

  • [X] Plan Large-scale verification.
    -[X] Examine the trees
    --[X] Examine the magical signatures
    -[X] Explore the town and see if there is any evidence to find.
    --[X] Search the Shrine of the Elements
    -[X] Visit the Southern Forest
    --[X] Speak with one of the local spirits.
    -[X] Visit one of the nearby towns and see if anyone from Mabbah is there.
    [X] Plan Thule
    [X] Examine the trees
    -[X] Examine the magical signatures
    [X] Explore the town and see if there is any evidence to find.
    -[X] Search the Shrine of the Elements
    -[X] Search the Magistrate's Home
    -[X] Search the Harbor Master's Office
 
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