An experiment of sorts

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An experiment of sorts

Post by Sareau »

Hidden in the vast desert, so far west as Upper Egypt's grip before Unification, there lay a mastaba of fabulous wonder. It does not hold a king's ransom, for no king could afford the wealth within, nor does it hold knowledge, as it's intended occupant may well have been illiterate, and only such things as would prove of use to him would be laid within.

The entry hall holds the story of a brief life, carvings both ornate and elaborately painted with inscriptions both hieratic and demotic adorn it's walls. Here, all is revealed save his ren, his name. In every cartouche, that information has been clawed out, obliterated by some dark hand that wrote "Ankh-es-en-khaibitu"-"Life/Truth in the Shadows" in it's place.

The one for whom the tomb was constructed was acquired by the Great Temple of Set that administered the whole of Upper Egypt with a group of orphans of unknown parentage. He was remarkable only in not requiring henna to bear the red hair of Set's favor and his eyes, which held the night storm, flishing fire and lightning when his passions were aroused.

Always large and active, his prowess as a hunter was shown early in life when he slew a hippopotamus, after which he was inducted into the temple guard and brought much meat daily to the temple. While yet a boy, he traveled to Nephren and laid low the champions of the other gods in unarmed combat, claiming each victory for Set.

None could defeat him in combat, armed or unarmed, and after his victories, the boy danced in the temple. Still he ventured forth to bring blood with which to annoint the statue of Set and meat for the priests unless he traveled to a far city to contest the champions of other gods.

And always, he danced before the statue of Set.

He was alone in the temple when it was invaded-rivals or greedy guards or mere thieves, he faced them all alone.

The temple was found untouched save for splashes of blood and the remains of the intruders. The temple dancer, the Beloved of Set, had anointed the god with the blood of the would-be defilers before offering up one final dance.

He was found in the position of obeisance amidst his own bloody footprints, which showed he had not misstepped despite his injuries. He'd performed flawlessly with only the god to witness.

The grief of such loss was not merely felt by the Temple of Set and it's priests, but of the whole land, for Set walked abroad now, moaning and blubbering outside the walls at night, and the priests did consult the Book of the Heavens and the Wells of the Infinite.

Finally, at the westernmost extremity of the land, bordering the Afterlife itself, they did place a tomb, and each temple in it's turn did offer prayers and obeisance to the Temple Dancer, and gift him with such as they believed he would need. His body was immersed in oils and perfumes, packed in sacred salts, and bound up in prayers and spells by each of the temples, his tomb filled with gifts as would please the wrathful god outside.

When the Temple Dancer was interred, all who accompanied him to his mastabe were struck down, either by the priests of Set, or in a horrific windstorm some claimed sent by Set himself, so all who knew the tomb's location were laid low.

The tomb existed only in temple records until Narmer united Upper and Lower Egypt. Narmer's advisor, a young man built like a bull, with red hair and eyes like a night storm, far too young for his post, many thought, strode into the temple of Set.

As he delivered the king's demands, he burned the records, and all knowledge of the mastaba was lost. The tomb sat forgotten by all and the desert covered it up, buried it for eternity. Those last few to remember claimed the mastaba arose from the sand, revealing the Temple Dancer, Beloved of Set, still dancing for the joy of his god.

This is a lie. The sands have never yielded the tomb, nor has the Temple Dancer lain there for centuries...
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Post by Sareau »

This is my main menace-the Temple Dancer, Ankh-es-en-khaibitu or Am-senef, depending on my laziness, since Am-senef, "Eater of Blood" is shorter and sweeter than Ankh-es-en-khaibitu.

I'd like to give him a group of followers, loyal character types who will be present in his "organization", so I'd like to open the floor for that. Our boy here is a Rank V Ancient, a 7th monk/3rd shadow dancer, and as a result, his followers should be at most 8th level.

I'll probably post his character sheet once I dig it out of storage.
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Mercy

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Her story doesn't change, not really. It all starts when her mother dies in childbirth and her father crawls into a bottle, leaving her to the tender care of her grandfather. A petty politician and kingmaker, he twists the local government around his finger while seeing to it she recieves a better education than most.

In her last years of academia, he comes to her-the tall foreign stranger, the one who sees her as a person. who listens to her and tends her needs. He directs her in her last years at school, then helps her get her first job-clerk for some minor official. She's good, and her friend teaches her more about her job.

When she's learned enough, her patron dies or is replaced, and she finds herself in the pool of clerks retained by the government. Soon, events conspire to place her in charge of this pool, and her friend, the foreigner, shows her how the work is done-how papers shuffled from desk to desk are as effective as law, how the right stamp or memo means more than any law passed. She learns, enthralled.

He teaches her more, the ins and outs of governments, how to wield power within the mechanism of bureaucracy, and soon, she is doing this for herself. The wheels turn for her, and she builds a network of favors and obligation-money is too traceable, but favors...


He teaches her how to capitalize on this-when negotiating favors, one borrows on the interest, not the principal, and the subject has to see their own interests in all save the most important matters. He's always there, guiding her, protecting her, and all he does is require a stamp here, a memo passed from that desk to this...he's a virtuoso. He gives her an empire, then connects her to those who need it.

Princes and nobles come begging-she smiles as they plead for her aid, her power. She's a queen, and they all scrabble to curry her favor. Even the monsters who lurk within society-the vampires and rakshasa-all come to beg her attention. Not bad for a plain girl with a frumpy housefrau's build. Of course, the pretty girls still get jewelry and fine clothes, but she is adored as a goddess-she's indispensable. Her power nears a peak, when it happens.

It always happens. Some toadying little monster needs more than she's willing to give, and offers her immortality for her help. SHe accepts the offer, allows her transformation into one of the undead. She is Queen of the Night, a power in her own right, and she faces down her friend, the foreign stranger. He's sad now, and asks but one question:"How will you hold your position when you can't bear the light of day?"

It all crashes-she realizes, every time, how she's lost it all, traded it for the right to be a parasite slave to another parasite, how if she had born children, her grandchildren would be ancient now-her friend, her stranger had kept her young, his ba speaking to hers of maintenance whien they spoke. The revelation drives her to vengeance, and she attacks her friend, her handsome stranger.

He breaks her, places her on the loom where she is ritually defiled, her bones aligned for maximum pain, maximum suffering. She is tapped for spirit energies until her destruction-only then does she realize, she's done this all before, been pupil, equal, treacher...locked in a reincarnation cycle she can only break by keeping the bond between them unbroken.

She only wonders why her mother always dies birthing her...
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Post by Sareau »

Mercy-her name is Mercille-Louise Sullivan-is one of two things. In a political campaign, she's the tip of the iceberg and possibly a resource as she controls the mechanism of government bureaucracy.

If it's more of an action shoot-em-up campaign, she's a sidebar, mere window dressing to show how deep into a country Ankh-es-en-khaibitu had gotten. She can appear solo, as the powerbroker of choice-discreet, efficient, and cold-blooded in calling in her own favors.

Many people may think she's pulling the strings as in Doyle's "Lot 249", but she's largely a student of Ankh-es-en-khaibitu who graduates to treachery and gets the smackdown laid on her. She is excellent color in a political campaign, representing the Old Guard and the evils of a bureaucracy as she pulls strings only an Emperor can.

For Mercy, I have no ideas as to her class(es) whatsoever-I suppose an Expert until she becomes a vampire, but I would like suggestions on this before going to the next henchman.
Last edited by Sareau on Wed Dec 09, 2009 1:50 pm, edited 1 time in total.
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Francis J(oseph) Hawke

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Mr. Hawke is a small man with a tightly muscled, lithe body. He is not yet grey, his face smooth and clean-shaven, his myopic brown eyes behind wire-rimmed spectacles. In dress, he appears a prosperous shopkeeper, his clothing impeccable and of the finest materials sumptuary laws allow, most often in brown with a grey cloak and black tricorn hat.



This mild, pleasant man appears to be well-off, but just shy of wealthy. He is well-known in guild circles and often an influential member of the Merchant's, Navigator's, or Moneychanger's guilds. All guilds know him as a reliable source of employment. There is always work to be done, and Mister Hawke knows where and when first.




To the aristocracy, Mister Hawke us known as a well-educated wallflower, the school chum who allowed one to copy from his papers and still performs unique services for those who require them. He is the bane of the exciseman, his accounting ledgers flawless and his management of same superb. As a butler, he maintains a household to perfection, keeping the pantry stocked and the staff in line. A reference from him practically guarantees the quality of a servant, and Mister Hawke can always find a servant tailored to the needs of a position.





Not only servants, but any rare or precious thing can be obtained through his offices. It seems as if a few questions here, a polite inquiry there, and Mister Hawke locates anything in some dusty little shop or has it arriving on the next ship. Any item or service, all that money can buy, can be acquired through him.


Mister Hawke can also arrange matters, anything desired. He knows people and takes care of them.


His charitable contributions are low-key, understated if not unstated. He is the one who secures a widow her pension, ensures she and her children have food, heat, and work to sustain them. He finds reasonably priced nannies and sitters, and locates places for those crippled in accidents-even beggars are found lucrative sites to ply their trade. Mister Hawke takes care of his people.




Among magicians, Mister Hawke is a reliable source of even the rarest components and foci. If asked, he can produce minor magics and will accept same in lieu of pay. While he never uses such items, he can procure them, always in a professional and discreet manner.



What is not known is that Mister Hawke is one of the most powerful practitioners of the Art anywhere. He is that rarest and most specialized of wizards-a wizard of finance, wielding the power of unfettered wealth.


He doesn't advertise-part of his power is in it's subtlety. Hissing a curse and covering a foe in boils is for lesser wizards--Mister Hawke will press gold into another's hand and whisper the words that leave an enemy broken and bleeding in the street. Why destroy a city by raining fire when one can manipulate trade routes? The right words, properly placed, can secure or destroy a crown, exalt or bury the noblest house.


Such trivialities are a hobby, an amusement. Exercise to stay in shape for real business. Mister Hawle's calling, his career, the thing he prepares for with all his passion, is the Apocalypse.


There is always some talented and disgruntled individual willing to take point, bring down the world over some injustice, be it real, perceived, or imagined. There are always tensions to stress, emotions to exploit, springs to overwind and send the mechanism of society flying in all directions. Destroying the world is not an Art nor a Science.

Armageddon is a business...and business is good.
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Post by Sareau »

Mister Hawke is the money-thoroughly corrupted and complicit in the ancient's evil, he is the gateway between the ancient and the rest of the campaign-the last guardian to be struck down, etc.

He makes a nice patron because he pays well, and his preference thus far has been werewolves for assassinations, though he is master of a pack of rather unpleasant vamps. They're mostly used as guards and spies-the wolves are his preferred agents.

Transcribing his writeup into 3-3.5 stats is problematic-there really isn't a mechanism for a literal financial wizard, despite his being effective in any time period.

Unlike Mercy, who is fairly straightforward as an Expert, Mister Hawke eludes me...
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Post by Nevermorrow »

This is very intriguing. Please continue!
Formerly known as SpiritCaller.
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Post by Sareau »

I am hoping for a little feedback as to how to generate these characters under the 3.5 rules, but I will post on the remaining member's of Ankh-es-en-khaibitu's court and his operations as the holidays allow.

Sadly, Grandpa is spending Christmas being Satan's Little Helper...or is it Santa? I always get them confused...
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Laird Grimm, the Goblyn King

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Mister Grimm is something of an anomaly. A goblyn noble of Forlorn, his actual title is analogous to Duke, and is acknowledged not only by his people, but the Dark Fey of the Unseelie Court, whose King Loht receives revenues and troops to maintain the goblyn title.

Although originally recruited as a spy in the Unseelie Court, Mister Grimm was unsuited to intrigues and deception, but showed exemplary talent as a bravo and thug. Intimidation is child's play to him, and he has successfully menaced fiends, angels, and even a handful of sentient magical items in his time. Rumors state his capacity in this singular area transcends the limits of "fearless" and "nonintelligent" due to the favor of Diemos and Phobos at his christening, or that one was his father and the other his godfather.

Mister Grimm prefers the life of a professional fighter, be it as an arena gladiator, bare-knuckles boxer, or professional wrestler, and he pursues such careers when not required in another capacity by Ankh-es-en-khaibitu. Mister Grimm is a headhunter, a man-eater, and a killer who keeps his public life as lethal as society allows. He does, however, keep a collection of heads in chests in his private quarters.

When he kills, he follows goblyn tradition and dips his cap in the blood of his victim before claiming the head to present to his master. Once he has presented the head, it goes in his collection if not desired by Ankh-es-en-khaibitu, with honored foes gaining a spot on the mantel of his fireplace or on the shelves of his bedroom.

Mister Grimm serves as a herald, delivering messages as required and occasional chastisement. Although a noble, he is more comfortable on the mean streets than the courts, and is somewhat taciturn in social occasions unless he has a message to deliver.

Mister Grimm is a short, thickset man with bulldog-like jowls and long, prominent teeth-he has bitten through steel if rumor is to be believed. His long fingers end in eagle-like claws, his eyes are a firey red, and thick grey hair cascades to his shoulders. He usually affects iron boots, with his ubiquitous cap, and wields a pikestaff in his left hand.

He is apparently immortal and unaging, serving Ankh-es-en-khaibitu as some sort of familiar spirit, and as a connection to the goblyns of Forlorn and the Unseelie Court.

Although a loyal servant, it has been shown he will betray his master for a single service if one pays him with a human baby. Such an offer is never refused, and Grimm performs whatever task he is charged with before dining. Other than this peculiarity, he is loyal and steadfast to Ankh-es-en-khaibitu, performing his functions with care and efficiency.
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Mr Grimm

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Mister Grimm is actually a bit of subterfuge-although placed prominently enough to be a major menace in his own right, he is a red herring as well as herald-he's a major cog with no place in the machine. Other than carrying his master's desires to the rest of the world, he has no place in the organization as does Mercy or Mr. Hawke.

Grimm should be taken as the major menace nine times out of ten, only stepping aside when Ankh-es-en-khaibitu is in the scene.
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The Sisterhood

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Berzano is a small island off the coast, home to a mysterious sisterhood whose convent is the only building on the island. Those who inquire find the Abbey is a home for unwed mothers with many powerful and wealthy patrons who desire it's workings and residents be kept secret.

The Abbey houses several women, adopting out their children and instructing young girls in various trade skills. The island is home to a rather industrious variety of silkworm that feeds on the island's many mulberry bushes before weaving multiple cocoons, one of which houses the gestating insect.

Given that silk is worth it's weight in gold, the Abbey is largely self-sufficient. However, aside from the harvesting of the "Good Neighbor" silkworms and weaving, the Abbey grows a variety of medicinal herbs and dye plants, offering course in medicine and herbalism, as well as the manufacture of cosmetics and scent, ll of which enriches Berzano's coffers.

The Sisters supply medicines and bandages to their many hospitals throughout the city, extending a gentle hand to women otherwise ignored or used as chattel. These women are educated, empowered, and many take vows and join as full Sisters, guided by the Rue of Berzano.

Most who know of the Sisterhood know them through the clean and pretty young girls who sell their cosmetics and perfumes, others from their hospitals, regarded as the best nonmagical healing available, or their shelters and soup kitchens.

The Sisters are well-known in the darker sections of the city, for they protect prostitutes from pimp and vicious customer alike, and many of these women seek them out for the shelter and succor freely given. Many madames donate generously to them, and some admit to having been in the Sisters' care in their youths or claim the Sisters' work benefits all on the mean streets.

The Sisters protect women-young girls caught shoplifting or pickpocketing are more likely to be relieved of their ill-gotten gains and handed to the Sisters than to be beaten or have their hand or finger severed.

As always, there are detractors and dark rumors, most prevalent that the Sisterhood is a front for a Prostitution Guild where apprentices walk the streets, journeymen work the leaping houses, and masters have their own select clients. These rumors are inevitable given how closely the Sisters work with these ladies.Similar rumors the Sisterhood actually sends out their shoplifters and pickpockets are as easily dismissed.

Not only are these rumors true, they are the tip of the iceberg-the Sisterhood uses every resource at it's disposal to gather information and subtly blackmail those it can into doing it's bidding, all the while keeping a mask of propriety and charity firmly in place. The use of poisons to weaken or incapacitate as well as kill sways events in the Sisters' favor, all the while spinning a web of corruption, deceit, and lies that binds the powerful to their silken leash.
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Post by Sareau »

The Sisterhood is an organisation, rather like a traditional thieves guild, but fully capable of rubbing shoulders with the wealthy and powerful. The baseline Sister should be an Expert with high levels in alchemy, weaving, sewing, tailoring, midwivery, and herbalism-first aid as a given. Their medicines will be trumpeted, their skill as poisoners not so much.

This group will soon rub shoulders with the rich and powerful, and sit on a lot of juicy blackmail-both whose daughter has born children out of wedlock as well as such tidbits as the prostitutes can offer up.

A curious thing about them is that, properly played, even the PCs will cover for them and help the poor women against the evils of Ravenloft. That they are as ruthless and evil as any darklord, and a hell of a lot more cunning, will be overlooked or denied until their hitmen come a'calling.

The big problem is avoiding overkill-the Sisters should be Experts, Rogues, and Monks only, to avoid looking brutal. Subtlety is a key here-an important key. Generally, the Sisters should gather blackmail and power quietly, and Ankh-es-en-khaibitu will act as their enforcer. (If he can make it appear the Sisters are actually being menaced by him, the PCs may well do his work for him.)
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The Sisterhood

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The typical Sister is an Expert, with the class skills Bluff, Craft (any), Diplomacy, Heal, Intimidate, Knowledge (alchemy), Knowledge(nature), Perform, Profession (any), and Sense Motive.

This incredibly flexible array gives a lot of leeway depending on one wishes to create an adept poisoner, beautious courtesan, kingmaking intriguer, or whatever is desired.

Adventure hooks involving the Sisters include:

*Cosmetics containing vampire blood bestow a youthful appearance to users as well as an appetite fpr blood, then flesh. After an encounter with one would-be Bathory, the players discover the Sisters are about to put the cosmetics into mass production. Can they prevent the Night of the Cannibal Bimboes?

*As an introduction to the Sisterhood, a tearful woman enlists the party to save her meager possessions. She needs the journals of Dr. Rappacini to prove she is legallyentitled to her home. Dr. Rappacini last was seen headed to Odiare, and his journal will be with him.
(In truth, Rappacini was an alchemist who perfected a treatment that made a person immune to poison and incredibly toxic, so their breath and touch are fatal. If the Sisterhood gets a hold of this secret, the streets will be overrun with Fatal Beauties...
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"Doctor" Paarz

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In the depths of the wasteland know as the Mournlands, a Forge churns out a constant stream of constructs for the armies of the mad thing Men call the Lord of Blades. One of these was the gleaming adamantine frame of the being now called "Doctor Paarz" by Ankh-es-en-khaibitu and his entourage.

Paarz was created with an instinctive command of arcane energies at odds with his adamant body, and was cast out to make his own way according to the social Darwinism espoused and practiced by the Lord of Blades.

In his travel to civilised climes, Paarz looted some paintings and other artwork from a wrecked maglev and while selling them, ran into the cult known as the Blood of Vol, which desired other objects on that same train.

Hired by the cultists as a guide, Paarz actually talked philosophically with them, soon initiating himself into the cult and mastering the rudiments of their magic, much more reliable than the raw talent which he wielded from creation.

Paarz actually grew in power during the journey, and bonded with the cult through combating the aberrations, living spells, and undead of the Mournlands with them. He began collecting specimens from his enemies, observing the process of decay and trying to understand this Life and Death his friends spoke of.

After a vicious battle, he took it upon himself to cure the dead by grafting living tissue to them, and instead biopsied his entire party. The Mists rose, and he found himself in Lamordia, where he met and befriended Prince Sirki of Darkon, Ankh-es-en-khaibitu's Core identity.

Paarz now acts as Ankh-es-en-khaibitu's apprentice, of sorts-learning human behavior and social functions in exchange for various tasks...
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"Doctor" Paarz

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"Doctor" Paarz is something I like to call "Mastermind on a Budget"-a canny and capable foe who gains experience along with the party, eventually becoming a Big Bad in his own right.

Currently, Paarz is a Warforged-4th level sorceror/3rd level cleric of the Blood of Vol with the domains of Death and Necromancer/1st level True Necromancer. Naturally, his level in True Necromancer will increase as he progresses.

He can currently maintain an army of eight HD worth of undead-four ghouls, say or two vampire spawn, but this number will greatly increase.

Paarz was initially intended to be a disturbing individual-a construct seeking the philosophical differences in Life and Death, especially an amoral one, is disturbing to many people, but the True Necromancer levels called for something a bit more horrific.

The first time he appears should probably be as a patron-he and his undead working in the sewers, repair work down there, see something and he needs bodyguards until he can deal with the situation.

Actually, until he should be an adversary, casting him in the role of the poppet in peril is probably a good idea. Ankh-es-en-khaibitu will certainly aid and assist until Paarz becomes a potential threat, when he will be helped at arm's length...
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