We should consider cultivating Awakening to get hype for Lustria or Lizardmen. That seems like something that could pay for itself.
I think getting undead exponates would make it harder to attract Sea Elves or other, non-undead visitors, later.I really want to hire a necromancer now.
Having a museum full of skeletons just standing there when we are an undead museum feels odd.
The way I understand it, Aelsabrim is mechanically an Acquisitionist.I'd also like to get an Acquisitionist just to see how they work.
Though I imagine a rogue pirate crew will have different avenues of loot to acquire.The one crew or contact with the most votes will be Pahtsekhen's first avenue for Acquisitions. Those not chosen may or may not be available in the future, and if available, may or may not be unchanged by the time that has passed. Crews might develop of their own accord over time or be developed by spending resources on them, as they grow more experienced or are given access to greater resources; contacts might become corrupt of their own accord over time or be corrupted by spending resources on them, as they are given reason to delve deeper into this illicit avenue for achieving their personal goals.
The way I understand it, Aelsabrim is mechanically an Acquisitionist.
What's the mechanism for adding new options to this category? The learning result made the old world colonies sound like an audience that would enjoy the new exhibit.
Error spotted.
What's the mechanism for adding new options to this category? The learning result made the old world colonies sound like an audience that would enjoy the new exhibit.
Jewellery - Lustria, Lizardmen, Value
Partial cultural understanding.
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.
Artisan Tools - Lustria, Lizardmen, Culture
Partial cultural understanding.
These are the tools used by Skinks, the artisan and scholar caste of the Lizardmen, to ply the many crafts of civilization.
@Boney should Pahtsekhen have Lizardmen (Surface) on the museum staff threadmark now?
So:That's me waffling on terminology. At that point I had Crews and Contacts both being types of Acquisitions, but I didn't like it because Acquisitions was a thing you did, not a person you were, and Acquisitionist didn't fit as a collective term. But the dictionary meaning of Acquisitionist works really well for a pirate crew working for a museum, so now it's Patrons, Acquisitionists and Contacts being types of Affiliates.
So:
How accurate is this summary?
- Our Patron is Lutr. Patrons' Interest is extremely valuable because it converts most generously into Goodwill. Patrons can also directly give us some of their stuff to show off if we spend Goodwill. We might be able to gain more Patrons through narrative choices, but there is currently no obvious mechanical lever to poke.
- Affiliates are people who work with or for us. There are three types: Contacts, Staff, and Acquisitionists.
- Our sole Contact is Aelsabrim. Contacts know people, can have specific kinds of goods acquired from them, and require an action to hit up but can be hit up as frequently as we want until they become tapped out, but we can Develop the connection to get more/better stuff or to enhance their capabilities. We can spend 1 Goodwill to ask either one of our Patrons or one of our other Contacts for new Contact options.
- Our Staff is just Pahtsekhen and Fjolnir. Staff Knowledge automatically gives us background on Relics we acquire, and certain staff members might have rare capabilities we can use, and we can Develop them to have more knowledge or capabilities. We can spend 1 Goodwill to get a selection of new options based on our existing Patrons and Contacts.
- We currently have no Acquisitionists, but the idea is that they're kinda "fire-and-forget" -- we send them with an action but then there's nothing further to do with them until they get back and show us what they found wherever we sent them, and then we can send them again. We can Develop them to give them new capabilities or specialties. We can spend 1 Goodwill to get a selection of new options based on our existing Patrons and Contacts.
- Our sole Audience is currently Awakening. We can spend Goodwill to Cultivate them and make them more interested in stuff we have, essentially turning Goodwill now into Goodwill later by increasing their Interest in things. We can gain new Audiences through a Broaden Horizons action, and new Patrons and Contacts will give us new options for New Audiences beyond the ones listed.
EDIT: Left out an important Patron mechanic, fixed.
He's an old hand at using the Old Sage guise to gather information.Awakening is a good point to start your investigations, but only to start them, as most local expertise begins and ends with how to kill them - not unimportant, but not fully covering what you were hoping to learn, either. Your next stop is the Citadel of Dusk to extract what local knowledge you can, but that has to be at a remove as it wouldn't do to be showing too much interest in the Lizardmen immediately after so many artefacts of theirs went missing, even if you do plan for nobody to ever find out about that. So you perform something of a reversion to form and once more take on the role of the wandering old sage as you book passage on a boat heading towards the Isthmus of Lustria.
They do have a long history.This is the part of the world most northerners mean when they say 'New World', the place where they have built their colonies and clash with the northern frontier of the Lizardman society. Skeggi, the Norscan settlement, is by far the oldest and largest of them, and the one you have the hardest time fitting into - your grasp of Norscan is still quite limited, so you have to resort to slapping a year or two out of the more unwelcoming before they stop seeing you as prey. They have a long and storied rivalry with the nearby Temple-City they identify as Hexoatl, one their skalds are quite easy to prod into retelling. Apparently there's something of a cycle to Skeggi where a ruler tries to keep the inhabitants from provoking the Lizardmen, but eventually they grow bold and fractured enough to do so anyway, and the inevitable reprisal from the Lizardmen unites the Norscans once more under a single banner, preventing what would otherwise be an inevitable fracturing into either civil war or a dissolution into individual tribes.
That's a pretty good understanding of the Lizardmen.The Lizardmen are divided quite sensibly into four castes: the large, strong labourer class called 'Kroxigor', the small, clever, and agile artisan and scholar class called 'Skinks', the vicious, man-sized warrior class called 'Saurus', and the ruling Priest-Kings called 'Slann'. It is the Skinks that generally handle any peaceful dealings with outsiders, and though remarkably loyal and apparently incorruptible, they show all the usual quirks and foibles of living, thinking beings. The Saurus, in contrast, are dedicated entirely to war and show considerable discipline on the battlefield, to the extent that some theorize them to be constructs or undead of some sort. Kroxigor tend to only be seen with Skink handlers that they follow the instructions of, suggesting either a hierarchy or a deficiency in intellect, and the Slann are rarely seen and when they are, they tend to be performing horrific feats of magical power. There are, of course, specializations within these castes, but depending on who you talk to, some claim entire subspecies amongst them, from well-attested accounts of warrior and scout Skinks to rarer tales of Lizardmen with uniform sets of mutations such as boney crests or spurs or enlarged musculature, always accompanied with a matching change in colouration.
Basically humans get to greedy and really really piss off the Lizardmen.Most conflicts between the Lizardmen and other races center around gold. The Lizardmen, as you've observed, rarely practice any metalwork, preferring stone and ivory for their tools and weapons, with the notable exception of using gold to make ornaments, decoration, jewellery, and stelae. Most of those are only annoyances to lose, leading to some adventurers making away with fortunes worth of gold and having to escape only a desultory pursuit and a few thrown javelins, but when an adventurer steals away with the Lizardman equivalent of a holy book, the response becomes... well, not unlike the response one would get if they stole a golden holy book from a tomb in Nehekhara. This has garnered the Lizardmen a reputation among many in the isthmus colonies of being completely unpredictable and impossible to coexist with. Rather undeservedly so, in your opinion.
Phat is pretty interested in their religion. The Gods Before, Gods Above and Gods Below bit is really neat.The Lizardmen are a devout society, with each of their Temple-Cities dedicated to a single one of their Gods that influences some of the character of that city - not unlike your own homeland. From what little the Elves are able to tell you about their pantheon you can see points where you could attempt the beginning of an interpretatio Nehekhara, but the Elves, who are normally quite keen on their own interpretatio Ulthuan, don't even attempt this. They call the Lizardman pantheon the 'Gods from Before', distinct from the 'Gods from Above' and 'Gods from Below' that they worship. These are usually translated by northerner scholars as 'Old Ones' - they tend to be a bit touchy about granting foreign deities the status of 'proper' Gods.
Their funerary customs are a bit limited, as for the most part they seem to be content to leave the dead where they fall. The only exception is for the remains of Lizardmen of particular skill, age, or note, who in eras past seemed to 'earn' internment in the necropolis on Fuming Serpent Island. That necropolis was buried in a volcanic eruption, and the Lizardmen have shown little care for recovering it. It's unknown whether the honoured dead go elsewhere now, or if they simply stopped bothering.
Overall, they're rather similar to the modern incarnation of your own homeland: a strong tendency towards insularity until encroached upon, and then utterly ferocious in their pursuit of a restoration of the status quo. As demonstrated by the Elves of the Citadel of Dusk, they can be coexisted with, and as demonstrated by Awakening, they can be bloodied to the point that they pull back and reconsider further conflict.
That's handy to have.Saurus Skeleton - Trophy, Lustria, Lizardmen
Partial cultural and biological understanding.
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 cultural and biological understanding.
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.
Lutr isn't always going to be present but the Chancellor seems pretty happy.The official opening of the museum does not get a visit from Lutr himself - today's him is uninterested or otherwise occupied, it seems - but it does see a visit from Lutr's Chancellor. His expression is hard to read and he did sniff at the bones, but you took that as him checking for any leftover marrow. He leaves without comment, and soon the initial trickle of the curious becomes a flood of the bribed with alcohol to come here, which you take as a sign of approval.
After a few hectic days, the visitors are a trickle once more, but they're a steady and loyal one, made up mainly of those ensorcelled by the skald's stories and those that have left behind earthly pleasures and require more cerebral ones to occupy their days and nights. While not a bustling center of learning just yet, having a steady throughput means that when you next add something, word will spread and people will already be primed to think it'll be worth a look.
It's great to have that Goodwill.
That's actually a good point. @Boney can we have Paht be the person we use as a base to get a new contact from his old students? Or are they to uninterested/unavailable/unsuitable to work?I'm thinking trying to find a contact who can provide us with magical relics of some sort—possibly one of Paht's old students, if such a thing is possible.