It Belongs to a Museum

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It Belongs to a Museum
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As Pahtsekhen, rogue Liche Priest of Lahmia, curate a museum to spread the glory and renown of the Pirate King of the Vampire Coast, Luthor Harkon.
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Museum Staff
Museum Staff


Curator Pahtsekhen
Also known as: Prince Pahtsekhen of Lahmia, 𓈍𓃭𓁱𓂘, Badi Shakim of Ka-Sabar, Patrick of Sudenburg, Batriq, Anonymous Contributor.

A Liche Priest from Nehekhara's Third Dynasty and former head of the Mortuary Cult in Lahmia, Pahtsekhen personally knew the Progenitors of the Vampiric Bloodlines during the era of the Cult of Blood. This gives him an intimate familiarity with them and their ways of thinking that makes him possibly the greatest living expert on Vampirism, on top of being a seasoned traveller and a powerful Death Mage in his own right.

Knowledges:
Vampires (Minutiae)
Magic - Death (Detailed)
Araby (Detailed)
Lizardmen (Surface)


Skald Fjolnir

Part of Luthor Harkon's original crew when he first landed on the Vampire Coast, Fjolnir received the Blood Kiss during Luthor's first experiments with creating a Vampire Bloodline. He never took a place among the Depth Guard or the Undead Admiralty, instead spending his centuries as a skald, telling and retelling the tales of the Vampire Coast that he had personally participated in or heard from those who had. He is the most reliable expert on the Vampire Coast's history, as well as having a deep well of Norscan lore and Lustrian tales to draw from.

Knowledges:
Vampire Coast (Authority - Vampires, Navy, History)
Lustria (Detailed)
Norsca (Detailed)


Prince Aenureir of Korumel

That definitely isn't their real name. Whoever they are, their ancestor was Aenarion the Defender, and that means they are of the Line of Aenarion: a scattered bloodline that is the subject of all sorts of disparate and vague prophecies and omens. These are supposedly taken extremely seriously by the Phoenix Kings, who subject all of the bloodline to an extremely rigorous and invasive physical, psychological, spiritual, and magical examination upon their sixteenth birthday. This one has refused, and their flight led them to you. You've taken it upon yourself to fill the many gaps in their truncated education, and when the time is right you'll see about finding them the proper tutor for wherever their interests lie.

Knowledges:
Ulthuan (Surface)
Beasts (Surface)

Rare Capabilities:
Illustrator



Acquisitionists:


The Tide of Skjold

Recipients of one of the Pieces of Eight, eight enchanted objects that empowered eight ships recruited during the era of Luthor Harkon the Pirate King, the Tide of Skjold is a Norscan longship crewed by Wights who worship Manann by hunting sea beasts and modifying their skeletal bodies with parts taken from them. Though they're not at all averse to piracy and raiding, most of their income actually comes from selling the remains of what they hunt to coastal villages and towns.

Specialities: Theological (Chaos, Oceanic), Beasts (Ocean, River), Norsca
Rare Capabilities: Swimming, Portaging



Contacts:


Princess Aelsabrim Fallenstar, Ward of Ithisar'naynazythai Yn Daroth

Princess Aelsabrim of Tiranoc is the civilian leader of the archipelago associated with the Asur colony of the Citadel of Dusk on the southern tip of Lustria, as well as the inheritor of her late husband's company specializing in the trade in exotic animals.

Specialities: Animals (Ulthuan, Lustria), Asur Colonies, Tiranoc
Rare Capabilities: Royal Connection
Contact of Note: Mage Telsomar Greendale, botanical researcher



Patrons:


Luthor Harkon, Pirate King of the Vampire Coast

Luthor Harkon is many things, but most relevantly he is ruler of the Vampire Coast and the founding Patron of your museum. He is spurred by competition for oceanic necromancy in the form of the current ruler of the Galleon's Graveyard, Count Noctilus.

Affinity: Vampire and Necromantic Diaspora
Exhibits about the spread of the bloodlines of Vampirism and the practices of Necromancy to new peoples and places.


Duarchy of the Citadel of Dusk, as the Kirior Tavlu Lustria - Overseers of the Research Colonies of Lustria

One of the responsibilities of the Citadel of Dusk is to oversee Ulthuan's research colonies in and around Ulthuan. Currently this consists of meterological research in the Citadel itself under High Priest Belodar Whitesurf, botanical research on the Isle of Lost Souls under Mage Telsomar Greendale, zoological research on the Turtle Isles under a population of disreputable Mages known as 'Grey Lords', some sort of extremely secretive research being performed on the Star Tower of Spitting Serpent Island by somebody, presumably, and now the Aqshythonel Tavlyngra, the Fire Serpent Island Magical Archive.

Affinity: Lustrian Magic
Exhibits about magics unique to Lustria; primarily those of the Lizardmen, but also those unique to Lustria-based factions like the Vampire Coast, Clan Pestilens, and the Amazons.



Visitors:


Awakening

The capital of the Vampire Coast and the home of its pirate fleet, the citizens of Awakening are easily spurred to your doors by proximity and the nudging of their ruler.

Affinity: Trophy, Magic, History


Sea Elves

Elven nobility are infamously starved for novelty, and not averse to at least the appearance of danger. Those of the 'Sea Elves' - seagoing citizenry and nobles with maritime interests - are especially interested in exhibits focused on threats above and below the waves, and the treasures that make braving those dangers worthwhile.

Affinity: Value, Naval Warfare, Sea Beasts


Arabyan Academics

Araby has a long history of academia, with many institutions dating back to ancient libraries that sought to preserve written materials from the eviction of the Asur colonies and the fall of Nehekhara. Their history sandwiched between ancient empires has given them a drive to understand the arc of history, and the relative lack of magic in their lands, buffered as they are by distance and ocean and desert, means they have an open fascination with magic, contrasted with the wariness of more northern scholars.

Affinity: Age, Magic, Nehekhara
 
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Museum Contents
Museum Contents

Museum Interest: 86
Awakening Interest: 24
Sea Elves Interest: 6
Arabyan Academic Interest: 9
Luthor Harkon Interest: 15
Citadel of Dusk Interest: 15


This exhibit tells part of the story of Haakon the Bloody, former crew and now Captain of the Niflhundr, as he manages to beach the battered ship on Fire Serpent Isle, rallies a now mostly-dead crew, establishes Fire Serpent Fortress, grants the Blood Kiss to the first of the Depth Guard, and begins the reaving that will earn the Vampire Coast its name. The gaps left in the saga by its relatively few exhibits are covered by the recollections and enthusiasm of the Skald Fjolnir. This covers an eighty-one year period from 930 IC to 1011 IC.



3 Relics
Central Themes: Vampire (5), Piracy (5), Norsca (4)
Major Themes: Age (4), History (4)
Minor Themes: None

Awakening Interest: History (4)
Sea Elves Interest: 0
Arabyan Academic Interest: Age (4)
Luthor Harkon Interest: Vampiric Diaspora (5)
Citadel of Dusk Interest: 0
Remaining Themes: Piracy (5), Norsca (4)

4+0+4+15+0+3=26 Interest



The Niflhundr - Centerpiece - Age, History, Piracy, Vampire, Norsca
Detailed understanding (requires: Norsca/Piracy/Naval Warfare)

A Niflhundr is a Daemon-hound of the Chaos God of War, and also the name of the Norscan ship that fatefully intercepted an Empire merchant vessel in the year 876 IC that was carrying the infamous Arch-Warlock of Ostermark, Luther the Veilwalker, driven out by the Drive to the Frontiers and the reign of the Witch Hunter Emperor. Recognizing his power, the Norscans invited him to join their crew, and his acceptance marked the dusk of the Veilwalker and the dawn of Haakon the Reaver. For many years he lived among the Norscans, learning their ways and the ways of the waves.

That era ended after a disastrous voyage that culminated in the ship running aground here, on Fire Serpent Island. Haakon took command of the ship, took oaths of eternal fealty from the survivors, filled the empty benches with animated dead summoned from the waves, and renamed the ship the Dread Abyssal after the hounds of Usirian, the Nehekharan God of the Underworld. Voyaging from this barren rock with sails shellacked with blood for lack of patches, the name of Haakon the Bloody became known, as did the very first whispers of the Vampire Coast.


Fire Serpent Fortress - Age, History, Architecture, Siege Warfare, Piracy, Vampire, Norsca
Detailed understanding (requires: Norsca/Architecture/Siege Warfare)

A five-meter cliff ringed by stone pillars and backing up against the side of the volcano, used as a base of operations for the Pirate King Luthor Harkon before his conquest of Huatl and the construction of Awakening. this fortress might not have ever seen combat, but it can also be considered significant for being a stone reproduction of a style of Norscan fortification that is usually made of timber and soil, arguably making it one of the first truly Norscan stone castles.


Death Mask of Haakon the Bloody - Piracy, Vampire
Detailed understanding (requires: improved understanding of or relationship with Luthor Harkon)

A Nehekharan death mask crafted in the likeness of Luthor Harkon and inscribed with runes and glyphs of significance to the facet of Luthor Harkon known as Haakon the Bloody, the captain of a Norscan longship and ruler of Fire Serpent Isle.

This exhibit emphasizes the dangers and wonders of Lustria in primarily skeletal form, with eleven different types of skeleton on display. Many of these are castes or warbeasts of the Lizardmen civilization, and a supplementary display of their military and cultural artefacts provokes curiosity in the visitor as to their nature. A constant but never quite overpowering overtone is that all of what is being seen has been bested by Luthor Harkon and his pirate armada, leading one to wonder whether the Vampire Coast is being framed as a conqueror of the titular Dangers, or an addition to them. This is exemplified by the scale model of the southern portion of the Vampire Coast, where the oddity of volcanology that has given rise to the treacherous tides of the Coast is modelled, a footnote of which is that this natural process was tapped into to create the Siren-Wail that ensnares mariners to this day.



18 Relics
Central Themes: Lustria (25), Trophy (15), Magic (5)
Major Themes: Lizardmen (19)
Minor Themes: Sea Beasts (6)

Awakening Interest: Trophy (15), Magic (5)
Sea Elves Interest: Sea Beasts (6)
Arabyan Academic Interest: Magic (5)
Luthor Harkon Interest: None
Citadel of Dusk Interest: Lustrian Magic (5)
Remaining Themes: Lustria (25), Lizardmen (19)

20+6+5+0+15+14=60 Interest



The Siren-Wail of the Serpent Islands - Centerpiece - History, Piracy, Lustria, Magic
Detailed understanding (requires: Necromancy/Death Magic/Terraforming)

The infamy of the Vampire Coast began before it was named that, with the confluence of currents and navigational hazards that would ensnare ships trying to sail south along the Lustrian coast and draw them into sargassum fields or onto jagged volcanic rocks. This inexorable draw into inevitable death resonates deeply with the Wind of Death and served as the foundation for a masterpiece of magic known as the Siren-Wail, a self-propagating spell cast in 1011 upon Fire Serpent Island, marking the beginning of the age of Luthor Harkon the Sorcerer.

This spell seeks out and works upon the mortal nature of any crew trying to sail by the Vampire Coast and makes their sailing into Awakening's harbour as inevitable as their death. Tillers tilt, currents shift, the wind betrays, and those on watch react to the sight of unexpected land with grim ennui, recognizing their struggle as pointless. But the true brilliance of this magic is that the spell washes harmlessly over ships captained by the immortal or already dead without harm, and also over those who already have Awakening as their destination. The Siren-Wail makes it so that the safest way to navigate the Vampire Coast is to have already resolved to pay a visit to Awakening - or, alternately, to this wonderful museum.

For display purposes the currents and the spell are embodied in a scale model of the coastline and oceans demonstrating the currents and displaying the volcanos, including a firebox for the volcanos to smoke and a set of small gateways that can open or close to raise or lower the tides.


Horned One Skeleton with Rider - Centerpiece - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lizardmen, Mutants/???)

The Horned One is not only a more cunning and dangerous variant of a Cold One, but also a key to understanding the Lizardmen. No undomesticated Horned One has ever been observed, which means at the very least there are significant trade links that cause wild Horned Ones caught somewhere yet to be observed by outsiders to reach all corners of the Lizardman world, or that the Lizardmen are sufficiently civilized to have entirely domesticated (or even bred!) a subspecies of Cold One, instead of merely breaking wild animals for their warbeasts. Interestingly, the Saurus rider of this Horned One bears a skull mutation that seems to mirror the bony crest of the Horned One, which suggests some sort of link between the two. Only a few forms of mutation have been observed among the Lizardmen, and those with them seem to be better trained, armed, and have a tendency to band together with those of similar mutation, suggesting the Lizardmen see mutation as gifts from the gods in a similar way to Norscans.


Stegadon Skeleton - Trophy, Lustria, Lizardmen
Detailed understanding (requires: Lustria/Lizardmen/Reptiles)

A stegadon is a large, heavy, hardy herbivore with large horns and a bony frill. It is absolutely devastating when charging and trampling a foe. Skinks are able to tame these creatures, using them as a living battering ram and as a firing platform for their siege weapons.


Bastiladon Skeleton - Trophy, Lustria, Lizardmen
Detailed understanding (requires: Lustria/Lizardmen/Reptiles)

The bastiladon is a large and very heavy herbivore almost completely covered in thick bony plates, making them almost impervious to attack as they swing their horned tails around as enormous maces. Skinks are able to tame these creatures, using them as a living battering ram and as a firing platform for their magical artillery.


Salamander Skeleton - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen/Reptiles, Alchemy/Bright Magic)

The salamander is a predatory lizard the size of a man with a large frill on its back. It is capable of spewing a stream of thick acidic liquid that ignites on contact with the air and clings to whatever it contacts, both burning and partially digesting them. Skinks are able to tame these creatures, using them as living artillery.


Terradon Skeleton - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen/Reptiles, Flight)

The terradon is a flying predatory lizard the size of a man with a long, sharp beak and sharp, agile talons. Skinks are able to tame these creatures, riding them to scout from the skies or drop rocks or explosives on foes.


Cold One Skeleton - Trophy, Lustria, Lizardmen, Druchii
Partial understanding (requires: Lustria/Lizardmen/Reptiles, Druchii/Alchemy/Amber Magic)

Cold ones are bipedal predatory lizard the size of a horse, so named because they are sent into a killing frenzy by the presence of any warm-blooded creatures. They hunt in packs and have been known to display sophisticated coordinated tactics to take down prey much larger than them. The Saurus are able to tame these creatures, riding them as cavalry. The Druchii have somehow managed to replicate this.


Saurus Skeleton - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen, Reptiles)

Saurus are the warrior caste of the Lizardmen, highly disciplined and incredibly ferocious in battle. They usually wield jagged clubs or spears, and are often seen riding atop cold ones and even larger predators.


Skink Skeleton - Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen, Reptiles)

Skinks are the artisan and scholar caste of the Lizardmen, fast, agile, and clever. When mustered for war, they typically wield spears, javelins, or blowpipes, or ride atop the large herbivores native to Lustria, sometimes with large siege weapons mounted on their back.


Amaxon Swamp Python Skeleton - Centerpiece - Trophy, Lustria, Sea Beast
Detailed understanding (requires: Lustria/Reptiles/Sea Beasts)

This former terror of the Amaxon is eighty feet of mottled green scales hard enough to chip a sword, ending in a mouth lined with dozens of nastily recurved fangs the size of a man's arm.


Pliodon Skeleton - Rare - Trophy, Lustria, Lizardmen, Sea Beast
Detailed understanding (requires: Lustria/Lizardmen/Reptiles/Sea Beasts)

A pliodon is an immense amphibious reptile that is the apex predator of Lustria's rivers and a strong competitor for its coasts. Its jaws are large enough to eat a salamander, its preferred prey, in two bites, and its spiked tail can punch through the hull of a warship. They bear powerful flippers that allow them to lunge at their prey despite their weight, giving them enough power to pull incredibly heavy loads for the Lizardmen, who are somehow able to tame them.


Bull Shark Skeleton - Trophy, Sea Beast, Mutant
No understanding (requires: Chaos/Mutants/Beastmen)

This creature was slain off the coast of Lustria. It has the head and forelegs of a bull and the body of a shark. It's unknown whether this is an oceanic Beastman, an unknown breed of Chaos-touched creature, a heavily mutated shark or bull, or simply a Chaos Spawn.


Palanquin - Rare - Lustria, Lizardmen, Magic
Partial understanding (requires: Lustria/Lizardmen, High Magic/???)

Lined with gold over the same stone that the Lizardmen Temple-Cities are made out of, the purpose of this platform is made clear by the very distinct imprint left by its passenger over what must have been years, if not decades, of sitting in the same pose. The rarely-seen Slann, Priest-Kings of the Lizardmen, sit atop these, using their magical powers to keep it floating above the ground.


Saurus Clubs - Lustria, Lizardmen, Weaponry
Partial understanding (requires: Lizardmen, Weaponry/Gold Magic)

Melee weapons favoured by the Saurus, these clubs are made of bone or wood and lined with obsidian shards or teeth from large predators. Although primitive in appearance, they can do terrible damage.


Lizardmen Spears - Lustria, Lizardmen, Weaponry
Partial understanding (requires: Lizardmen, Weaponry/Gold Magic)

These spears come in larger sizes for the Saurus, and smaller sizes of both spears and javelins for the Skinks, all made of the same combinations of wood or bone and ivory or stone. The Lizardmen seem to have little knowledge of metalworking apart from gold.


Skink Blowpipes - Lustria, Lizardmen, Weaponry, Alchemy
Partial understanding (requires: Lizardmen, Alchemy/Botany/Jade Magic)

The silence and accuracy of these weapons becomes a major threat when combined with the innumerable poisons and venoms of the Lustrian jungles, which the Skinks seem to have a full understanding of. Traces of colour on the darts hint at a poison coating that evaporated long ago.


Lizardmen Jewellery - Lustria, Lizardmen, Value
Partial understanding (requires: Lizardmen, Metallurgy/Jewellery/Gold Magic, ???)

Golden armbands of various sizes. Necklaces and bracelets bearing lines of polished stones. Tablets worn as piercings bearing unknown glyphs, though it has been noted that usually most Saurus in a unit will bear the same glyphs upon their piercings, suggesting some sort of unit identifier or military decoration.


Lizardmen Artisan Tools - Lustria, Lizardmen, Culture
Partial understanding (requires: Lizardmen, Artisan Skills)

These are the tools used by Skinks, the artisan and scholar caste of the Lizardmen, to ply the many crafts of civilization.



In Storage:

Runestone: The Tide of Skjold - Centrepiece - History, Norsca, Asur, Khuresh, Magic, Religion
Detailed understanding (requires: Sea Gods, Khuresh)

ᚺᛖᛁᛚᛚ ᛗᚨᚾᚨᚾᚾ ᛊᛏᚱᛟᛗᚠᛖᛚᛊ

A stone statue of a Khureshian morse stolen from the Gates of Cailith and carved with a sea serpent bearing the runes telling the story of the Tide of Skjold. Its undead crew were in death gifted to but rejected by the beasts of the Kraken Sea believed to be avatars of the Chaos Gods, and then rescued in undeath by Luthor Harkon and the enchantments he placed upon the Pearl of the Kraken Sea. Now they serve what they believe to be the true will of Manann, including His aspects that were rejected by the Asur, which is sometimes known as and separately worshipped as Stromfels. Also recorded are the names of every member of the Tide of Skjold, past and present, with room left for future recruits.


Carnivorous Plants of Lustria - Collection, Level 4 - Lustria, Alchemy, Botany
Partial understanding (requires: Lustria, Botany/Jade Magic)

Sourced from the Asur research colony on the Isle of Lost Souls off the Anurell Peninsula, this is a vast collection of seeds, spore prints, and pressed leaves and flowers of the many carnivorous plants of Lustria, gathered from expeditions in and around the Turtle and Serpent Islands, the Amaxon, the Blood Swamps, and the Anurell Peninsula. Each is accompanied by its name, a short description, and a detailed, colourful depiction of the fully-grown plant, often midway through preying on an unfortunate explorer.



Props:

Draugr
Preserved and inanimate skeletons in the arms and armour of Norscans, imitating a variety of undead that has been common in Luthor Harkon's forces since his arrival in the Vampire Coast.

Lizardmen
Preserved and inanimate skeletons of Saurus and Skinks, recovered from the swamps around Awakening.
 
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Various Information
Central Theme is determined by the narrative of the exhibit. Major and Minor Themes are determined by any item categories that are highly represented in the exhibit. These get a point value based on the number of items of that category. Centerpieces count as three items, Rare items count as two, Collections count as the number of their level.

Any Themes present that an Audience has an Affinity for earn their point value per Audience interested in them.
Any Themes present that match a Patron's Affinity earn triple their point value per Patron interested in them.
Any Central or Major Themes that have no Audience or Patrons interested in them earn one third of their point value, rounded down.

You gain 1 Goodwill per 20 Interest.


Hints, Tips, Clarifications:
You can use the Central Theme to highlight an important Theme that might only be present on a few items.
Patrons are more likely to be interested in rarer Themes than more common ones.
Gaining a new audience that's interested in things you already have on display could be very powerful.
Cultivating an Audience to become interested in something new will cost you Goodwill, but might pay for itself.
Goodwill is meant to be spent.
My intention is that you will be able to fully participate in this quest whether you engage with the numbers or not. The basic idea that more items that more people are interested in is more good, is a straightforward one.
Don't get too caught up in optimizing. One of the audiences that these exhibits should be pleasing is the readers of this quest.
You can take apart existing displays to rebuild into different ones. You will lose the Interest of the taken apart display and gain the Interest of the new display or displays. If you lose Interest from doing this, you will not gain more Goodwill until you get back up to that level of Interest once more.
Apart from the satisfaction of having a more detailed and accurate sign, Knowledge can unlock new categories on relics.
So, Pahtsekhen. 'Final Embrace'. There's a few ways to turn this into hieroglyphs. The first and most basic is a unilateral transliteration - spelling it out letter for letter with the basic alphabet of consonant hieroglyphs. This gives you:

𓊪𓐍𓏏𓋴𓈎𓐍𓈖

Phtskhn. This is fairly unenthusing, though. Normally the way someone would write out their name in hieroglyphs would be personal, a combination of rhebuses and symbology drawing from an alphabet of thousands of hieroglyphs. The next way is to go extremely on the nose with it:

𓀿𓂘

Death, Embrace. This is... a bit much, isn't it? Kinda looks like he's going for the sarcophagus with a claw machine. But I do like the 'embrace' part. It's actually a modification of another hieroglyph. Ka, or ' 𓂓 ' is one of the eight fundamental components of the soul in Ancient Egyptian metaphysics. It's the 'vital essence', the part that makes someone alive and departs when they are dead. It's the part that food and drink are buried with a mummy to sustain. Invert this and you get 'embrace', probably originally just because it's arms going in a different direction, but having an inversion of 'life force' in the name of a Liche Priest is astonishingly on the nose. Also appropriate, it's also a part of the hieroglyph for a mortuary priest: ' 𓂖 ', the arms outstretched around a club that is the ideogram for a washer, which is probably why it was a part of the name for someone destined for the Mortuary Cult from birth.

What else can we do for 'paht'? Well, the original idea cited Pakhet, a lion-associated war goddess known as 'she who scratches', and there is a way to tie that into a rhebus for 'pht'. It's, uh. It's lion butt, ' 𓄖 '. I think we have the way that a bratty young Neferata used to spell Uncle Pat's name, but probably not a part of his actual cartouche. I think a way that Pahtsekhen would greatly prefer is if we use an ideogram for Ptah, who doesn't exist in his setting so the consonants can be repurposed: ' 𓁱 ', an enshrined mummy, much more appropriate for a Liche Priest. To make this more personally identifiable throw in a couple identifiers for his status: ' 𓈍 ', the sun rising over the land to represent Lahmia, the City of Dawn, and ' 𓃭 ', meaning 'lord' and a better way to work in the lion.

𓈍
𓃭

𓁱
𓂘
 
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