It Belongs to a Museum - Contents - 2025/02/15 to 2025/02/19
21 removals
Words removed | 97 |
Total words | 1086 |
Words removed (%) | 8.93 |
101 lines
60 additions
Words added | 366 |
Total words | 1355 |
Words added (%) | 27.01 |
139 lines
[QUOTE="Boney, post: 34314923, member: 21872"]
[QUOTE="Boney, post: 34314923, member: 21872"]
[B][U][SIZE=6]Museum Contents[/SIZE]
[B][U][SIZE=6]Museum Contents[/SIZE][/U][/B]
Museum Interest: 31
Awakening Interest: 6
Luthor Harkon Interest: 15
[spoiler='The Voyages of Haakon the Bloody']
This exhibit tells 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. Particular attention is paid to his clashes with the Lizardmen, both as vengeance for the fate of the former captain and foreshadowing of the eventual conquest of Huatl and founding of Awakening. This covers an eighty-one year period from 930 IC to 1011 IC.
In Storage:[/U][/B]
Central Themes: Vampire (5), Piracy (5), Lizardmen (13)
Major Themes: Lustria (13)
Minor Themes: Trophy (6)
Awakening Interest: Trophy (6)
Luthor Harkon Interest: Vampiric Diaspora (5)
Remaining Themes: Lizardmen (13), Lustria (13), Piracy (5)
6+15+10=31 Interest
Museum Interest: 31
Awakening Interest: 6
Luthor Harkon Interest: 15
[U]The Niflhundr[/U] - Centerpiece - Age, History, Piracy, Vampire, Norsca
[U]The Niflhundr[/U] - Centerpiece - Age, History, Piracy, Vampire, Norsca
Full historical context, detailed mechanical understanding.
Full historical context, detailed mechanical understanding.
A [I]Niflhundr[/I] 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.
A [I]Niflhundr[/I] 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 [I]Dread Abyssal[/I] 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.
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 [I]Dread Abyssal[/I] 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.
[U]Fire Serpent Fortress[/U] - Age, History, Architecture, Siege Warfare, Piracy, Vampire, Norsca
[U]Fire Serpent Fortress[/U] - Age, History, Architecture, Siege Warfare, Piracy, Vampire, Norsca
Full historical context, detailed cultural context.
Full historical context, detailed cultural context.
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.
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.
[U]Death Mask of Haakon the Bloody[/U] - Piracy, Vampire
[U]Death Mask of Haakon the Bloody[/U] - Piracy, Vampire
Full historical context, partial understanding of personal significance
Full historical context, partial understanding of personal significance
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.
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.
[U]Stegadon Skeleton[/U] - Trophy, Lustria, Lizardmen
[U]Stegadon Skeleton[/U] - Trophy, Lustria, Lizardmen
Detailed combatant information, partial biological understanding.
Detailed combatant information, partial biological understanding.
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. The smaller Lizardmen are able to tame these creatures, using them as a living battering ram and as a firing platform for their siege weapons.
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.
[U]Bastiladon Skeleton[/U] - Trophy, Lustria, Lizardmen
[U]Bastiladon Skeleton[/U] - Trophy, Lustria, Lizardmen
Detailed combatant information, partial biological understanding.
Detailed combatant information, partial biological understanding.
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. The smaller Lizardmen are able to tame these creatures, using them as a living battering ram and as a firing platform for their magical artillery.
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.
[U]Salamander Skeleton[/U] - Trophy, Lustria, Lizardmen
[U]Salamander Skeleton[/U] - Trophy, Lustria, Lizardmen
Detailed combatant information, partial biological understanding.
Detailed combatant information, partial biological understanding.
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. The smaller Lizardmen are able to tame these creatures, using them as living artillery.
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.
[U]Terradon Skeleton[/U] - Trophy, Lustria, Lizardmen
[U]Terradon Skeleton[/U] - Trophy, Lustria, Lizardmen
Detailed combatant information, partial biological understanding.
Detailed combatant information, partial biological understanding.
The Terradon is a flying predatory lizard the size of a man with a long, sharp beak and sharp, agile talons. The smaller Lizardmen are able to tame these creatures, riding them to scout from the skies or drop rocks or explosives on foes.
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.
[U]Cold One Skeleton[/U] - Trophy, Lustria, Lizardmen, Druchii
[U]Cold One Skeleton[/U] - Trophy, Lustria, Lizardmen, Druchii
Detailed combatant information, partial biological understanding.
Detailed combatant information, partial biological understanding.
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 medium-sized Lizardmen are able to tame these creatures, riding them as cavalry. The Druchii have somehow managed to replicate this.
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.
[U]Saurus Skeleton[/U] - 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.
[U]Skink Skeleton[/U] - 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.
[U]Palanquin[/U] - Lustria, Lizardmen, Magic
[U]Palanquin[/U] - Lustria, Lizardmen, Magic
Partial combat understanding, no magical understanding.
Partial combat understanding, no magical understanding.
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 Mages of the Lizardmen are said to be carried into battle atop these.
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.
[U]Jagged Clubs[/U] - Lustria, Lizardmen, Weaponry
[U]Jagged Clubs[/U] - Lustria, Lizardmen, Weaponry
Partial combat understanding.
Partial combat understanding.
Melee weapons favoured by the medium-sized Lizardmen, 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.
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.
[U]Spears[/U] - Lustria, Lizardmen, Weaponry
[U]Spears[/U] - Lustria, Lizardmen, Weaponry
Partial combat understanding.
Partial combat understanding.
These spears come in larger sizes for the medium-sized Lizardmen, and smaller sizes of both spears and javelins for the smaller ones, all made of the same combinations of wood or bone and ivory or stone. The Lizardmen seem to have no knowledge of metalworking apart from gold.
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.
[U]Blowpipes[/U] - Lustria, Lizardmen, Weaponry, Alchemy
[U]Blowpipes[/U] - Lustria, Lizardmen, Weaponry, Alchemy
Partial combat understanding, negligible alchemical understanding.
Partial combat understanding, negligible alchemical understanding.
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 Lizardmen seem to have a full understanding of. Traces of colour on the darts hint at a poison coating that evaporated long ago.
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.
[U]Jewellery[/U] - Lustria, Lizardmen, Value
[U]Jewellery[/U] - Lustria, Lizardmen, Value
Negligible understanding.
Partial cultural understanding.
Golden armbands of various sizes. Necklaces and bracelets bearing lines of polished stones. Tablets worn as piercings bearing unknown glyphs.
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.
[U]Artisan Tools[/U] - Lustria, Lizardmen, Culture
[U]Artisan Tools[/U] - Lustria, Lizardmen, Culture
Negligible understanding.
Partial cultural understanding.
Too small to be comfortably used by an adult human but sized just right for the smallest form of Lizardmen, these tools suggest a level of intelligence and organization beyond what many are willing to credit the Lizardmen with. These aren't just limited to the likes of metalworking and carpentry, but also include tools used to decorate and adorn.
These are the tools used by Skinks, the artisan and scholar caste of the Lizardmen, to ply the many crafts of civilization.
[/spoiler]
[B][U]Props:[/U][/B]
[B][U]In Storage:
Props:[/U][/B]
[U]Draugr[/U]
[U]Draugr[/U]
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.
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.
[U]Lizardmen[/U]
Preserved and inanimate skeletons of Saurus and Skinks, recovered from the swamps around Awakening.
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