Saeed


General Information

Player Information
Player Name: Matt
Screen Name: robichauxe
Date Character was Created: January 2007
Game Platform: The Middle Kingdom.

Sons of Bramen (NPCs)

All at same base level: 10


 

Background


History

Born the son of a King, Saeed inherited a legacy of ruthless tyranny which he continued. At the age of 36 he was assassinated by his most trusted advisor and life long friend. As his soul divided from his flesh it was seized by a great and ancient Lich Demon named Solbaid, a demon which a certain occult priesthood called the Order of the Black Horn in his kingdom worshipped as 'The Dark One.' As his soul was seized by Solbaid, his body crumbled into dust as it was seized by a dead realms gate. It was in that plane of the dead that the Dark One bathed Saeed's body in his blood then filled his mouth with his undead lifeblood ten times and again until six pints had been drunk. In that sleep of death Saeed's body underwent changes; he become two creatures, an ageless man and a lich demon called a Horned Demon, or Morsaeog in the language of Acheron. The source of his life and power was placed by his maker in a stone which he imbedded in the meat of his acolyte's thigh. Unless this stone was destroyed, death was but an inconveinienace to Saeed which set him back and diminished his power for awhile. Solbaid returned Saeed to his kingdom telling him, "What is yours is mine, and you belong to me now." Saeed seldom saw Solbaid after that. The king who no man would have resurrected returned from death to rule his kingdom as a man, keeping secret what he had become. He feared his people would rise against him if they were aware of what he was.
For hundreds of years Saeed ruled Hassim as a Neffari, pretending to die and returning again as his own son. With the use of proviscus, his flesh crafting ability, he was able to achieve this deception. He killed his eldest sons and took their place as heir, made himself his own beneficiary. To expect absolute obedience, efficiancy, profit, and undivided loyalty from your people for your protection and keeping order was completely normal to expect from his people. It was the law of his kingdom. If you were caught stealing from the king, and all within Hassim was his, you lost a hand for each count, and something else after that until you died. He was his people's father and had to discipline them properly for them to learn to obey his laws. If you stole food from the king's mouth, your tongue was cut out. If you invaded the King's privacy you might lose your eyes and tongue. If you killed a king's man, lady, or child, you were executed, if you betrayed the king you would be tortured until dead, dead, dead. All that was Hassim was his, and he had every right to take what he wished from any of his subjects, including their men to make servants and warriors, their women to make concubines or wives of (he always had many wives), or their children to have his wives raise as he saw fit. No possession, no provision, no person could be denied him if he wanted it. Occasionally someone earned his respect and their freedom. All free people were exempt from his claim of them, but these were rare, and the irony was these free men almost always served him of their own free will. Saeed had a way about him, despite his heartless ways, which won the hearts of those who admired strength, cunning, charisma, and courage, these things Saeed had in spades. Saeed never revealed what he was, not to anyone, including his wives and children. He became the Horned Demon King when he visited Acheron, his Sire's haven in the Dead Realms, his own haven in the Dead Realms, or demon allies or superiors in their domains.
When his oldest living son Yorek turned sixteen, Saeed sent a demon slave to him with strict orders for her take his son's viginity. Because she knew failure meant death, she had forced herself on the young warrior. Because she was a demon, she was far stronger than Yorek. Saeed saw to it that a child was got of this traumatic experience, and Yveline was born three months later in secrecy. Yorek was Saeed's good son, the son with blinding virture and ethics which his very nature bred in him. He was a thorn to Saeed, no matter how Yorek proved himself on the battlefield, no matter how devoted and obediant he was, he knew Yorek would become his enemy. His son had been trained for battle since he was a small boy, under disciplines as unforgiving as any spartan conditioning, the same martial training Saeed had become a warrior by. At the sapling age of fourteen Yorek was sent out on the battlefield. Every battle; Saeed expected to receive the news that the Prince had fallen. Every battle; Yorek returned, not always unscathed, but in one piece. Like his father Yorek was too handsome and too talented; unlike his father Yorek was too good, too empathic, and far too well liked by the people to please Saeed. Oh the king pretended he cherished Yorek, treated him like he was gold. Behind closed doors he or his men whipped, battered, and kicked his son senseless, telling him it was to make him strong, tough enough to survive an unkind world. Saeed personally tortured him psychologically in ways which were as subtle as they were ruthless. Saeed weakened his son's will and constitution with these methods he was so proficient at utilizing, but no matter what he did, he could not purge Yorek of his aggravating sense of honor.
When Yorek was approaching his 24th birthday, Saeed had planned to have one of his assassins murder his eldest son, and sent Yorek to Hawker's Fort for his yearly visit to the citadel. It was there the King's assassin was to murder him and frame a local for the deed. Yorek was the son whose place he would take as High Prince of Hassim for this century. This was the last time Saeed and Yorek parted on peaceful terms. Before the assassin ever caught up to Yorek in the Westguard Kingdom, the Red Dragons of Marsol's tribe laid seige to Inaaksu, during a time when Marsol had gone missing. Lies had been leaked which placed the blame on Saeed, when it was Sammael who had taken Marsol. A handful escaped the slaughter, among them Saeed, his most cherished son Rafee, his daughter Safiel, who was between Yorek and Rafee in age, and his youngest son Valkar, who looked up to Yorek as his hero. While most of his wives had been killed, Paalaana and Nibetu survived, as did his adopted daughters Yveline and Teazja. Saeed's guard captain and a number of the King's Guard had survived the attack as well. Yorek's knights had survived, because Saeed had sent them north to carry a message to the Adramelech Clan Demons of Dusky Swamp.
On his way to Hawker's Fort Yorek was attacked at night in camp by a figure he never saw the face of, cursorily killed to recreate him, then left to figure it all out for himself. It was while he was in Hawker's Fort that Yorek met someone Saeed would never have approved of, an attractive immortal named Corwyn, son of the Morning Star. What would have enraged Saeed, was that Yorek had allowed himself to be seduced by the devil's son. But it was later, on his way home after hearing of the terrible attack on Inaaksu, that Yorek discovered his father's plot to have him murdered. On his way back home, a very long journey by horse back, Yorek was ambushed by Saeed's assassin. Yorek defeated the cold blooded killer, and recognizing him as one of his father's men, he understood why he had been attacked. It crushed Yorek to know that his own father would send one of his paid assassins to kill him. When Yorek returned to the desert Inaaksu was in ruins. The Prince knew the secret underground passages which led out of the city from the palace, and starting there, went to search for his family. It was at the end of a large, stone conduit which gazed at the desert that he found his father's camp. He confronted his father, and when he accused him of wanting him murdered, his father attacked him in a rage. There was purpose behind his fury other than to kill his son, as he had previously desired. Saeed had discovered that he was vulnerable and that Yorek resisted injury. The desert King needed an heir, one of HIS making, and he needed to protect his phylactery. Where better than inside of the son who could not be injured? Saeed tested that report his sire had relayed to him, did his best to wound his son, but his flesh was like elastic steel and could not be cut or punctured. When he had tested his theory enough he backed off.
"I never purchased or commanded your murder. Vaasai must have taken it on himself. He tried to persuade me it must be done, but I refused to give up on you, Yorek," he lied, but Saeed always lied very well.
"I don't believe you," Yorek declared, the wounded edge to his voice acute.
"You must. You are my son and must obey me." He embraced Yorek who stood stiffly against his father as his arms coiled him. Yorek was reminded of a viper and wondered if this was to be an embrace of death...somehow. Saeed transferred his Spiritous Stone from the muscle of his right thigh into the pelvic bone of his son. It proved difficult, far more difficult than Saeed had anticipated, as his son's body resisted his well concealed power. Had Yorek not just been remade and still maturing in his rebirth, Saeed would never had been able to imbed his phylactery inside of Yorek. The act served three purposes. No one would ever expect him to hide his Spiritous Stone inside of the son he most distrusted; Yorek's body would protect the stone far better than even his would, and he could gain control of Yorek more easily with his Lich Stone inside of him. Part of him was inside of Yorek now. Saeed gripped Yorek tighter, and as he glanced towards the guards, his son knew exactly what he intended. There was a struggle, Yorek overpowered his battle weakened father and ran for his horse, the fastest horse known in An Morendor. The guards pursued, and not for the last time. While the guards pursued Yorek a shadow fell over Saeed. He looked up and a dragon claw hooked him from behind to carry him aloft. Those in the camp ran for the protection of the tunnel, some escaped, others were either burned alive or snapped up in the jaws of hungry dragons. Saeed's last thought before the dragon crushed the life out of him was, with all their strength, these hellraptors cannot harm my son.
When Saeed was raised again by the power of his phylactery, he found himself in Acheron, and could not return to Hassim until two years after his transient death. When he arrived in the desert, he received a report from one of his personal guards; Yorek had claimed Inaaksu and was rebuilding the damaged buildings. He had gathered what people had survived, and they had flocked under him as moths to a flame. Yorek was greatly loved and admired by his people.
Saeed took the city back. He summoned all manner of living dead things from the Dead Realms and Spectral Planes, all the monsters he had created secretly over hundreds of years, all the demons his sire would lend him, and attacked Inaaksu to take it back from his good son. Saeed and his legions slew or made obediant slaves and monsters of those who resisted, or disobeyed,and he tested their will to obey him against each other. Yorek escaped him, but not Saffiel, Rafee, or Valkar. Rafee he took to his side, and Rafee gave him all of his devotion. Saffiel and Valkar he did and had terrible, even unspeakable things done to, if only to spite Yorek for his clean escape. He would use his brother and sister against him. Saffiel he used a breeder with his monsters and the demon conscripts. She gave birth to broods every three days which would mature quickly and be added to Saeed's legions. They were sword fodder, and those who had the talent to survive, would rise in the ranks. Yorek was able to sneak back into the palace, through a little known escape tunnel which opened beneath a bridge in the most damaged part of the city. He had not expected to find Saffiel and Rafee in the dungeon, but to have to sneak through the palace past all kinds of creatures to find them. But no, he found them in the dungeon. It was too late for them...Saffiel was pregnant with another litter of monsters, the constant mixing of their blood with hers changing her into something aweful. Valkar was almost completely turned into a Dead Realms Zombie. Yorek could not tell exactly what they were, but it was clear that death would be merciful. He killed them both, decaptitated them. The act would never be forgotten by him, but haunt him for the rest of his days to add the scars that could not be seen.
 

Guardian Stack Wards


Palace Wards
The first wards of the palace are those that prevent breaching the walls of the palace, they are laired to prevent the use of magical attacks, portals and the like, anything and everything and anyone penetrating the walls and making it inside. Rooms within the palace are similarly warded. Anything that does breech will find itself tossed back out across the desert in the middle of it. This ward also protects against contagion in and around the palace.

There are inner wards in place to keep unauthorized people/animals/objects from opening portals to depart or allow the like from entering.

Violence in the palace is the sole province of the royal family, their soldiers and lackeys although that has been upgraded in light of Rafee, any attempt to murder or attack or otherwise assassinate any one in the palace by any hand other then saeed, or those he authorizes (orders) to carry out any such attempt is met swiftly by the immediate imprisonment of the offenders, for a mere mortal this would mean the dungeons, for the more powerful, this means things like more in line with Braemen's preferred method, his arcane prison thingy..jigger..mabob.

Now, when two guests start having it out, they'll be frozen in place for five minutes unable move...a second attempt will result in imprisonment. While Saeed or whoever he designates sorts it out. This is bad, Saeed considers this a constipator, it fucks with his shit and that's annoying.

Any person, not a regular of the castle who exceeds their authority and gets unruly, will find themselves on the dunes. If they've attacked or threatened anyone then the wards concerning violence kick in.

Thievery. Thievery is bad, so is kidnapping, no pilfering toilet paper or bathroom fixtures or the embroidered dinner knapkins, fine dining china or ANY ITEM OR PERSON WHATSOEVER IN ANYWAY SHAPE OR FORM from the palace will land you in the supermax Pokey, this is a place not even the rats want to go. Not even the most hardened criminals, mortal or immortal want to go there. You don't want to go there either. Your characters, beg you, not to do anything that would send them there. Even cockroaches avoid the place.

As for souvenirs, Perfidy and Pilfering are not necessary! Saeed does souvenir bags for honored guests and his Palace is the only one he knows about anywhere on Morashtar that has a gift shop to service guests. The King Saeed Kassim pop up book of phobias! The King Kassim pop up book for children! amongst other things, and that's just for the kids, plenty of other items for adults too.

Weapons, Saeed will let guests keep theirs on their person, the wards do however prevent the summoning of magical and enchanted weapons to unauthorized people, (like prisoners and such) Brandish a weapon threateningly on saeed and the wards on violence will kick in, likewise Kassim reserves the right to confiscate any weapon or item and the use of force and wards to do so if necessary

Communication. these are actually very similar to byrons, Saeed can prevent telepathy except for those authorized (i.e. himself, his kids, yorek etc, his soldiers and aids and mages etc, and of course honored guests.) likewise saeed can listen to thoughts within the palace by utilitzing the wards to do so.

Magic and spell casting is another no no in the palace and it is thus warded..anyone unauthorized attempting such will find themselves unable..if they persist and attempt to break the wards concerning spells they will find themselves cast out and dumped in very unpleasent places, dungeons, septic tanks, sewers, toilets of doom, ten thousand feet over the desert or the ocean...don't expect to be tossed to high altitude if you have wings though, that's reserved for people who can't fly.

City Wards
Somewhat like palace wards but less comprehensive, thieves can thieve...they just better not get caught!! Telepathy can be used in the city unless the Blanket Ward is activated which halts telepathy and direct magic in the entire city for everyone, including Saeed and his people. This ward does not affect the palace proper and is used as a security measure when trouble arises. These wards also answer to master commands which allow Saeed and certain persons he permits to command the city wards to choose individuals or groups to eject from the city. These persons must be in sight of the ward master and anyone ejected lands in Shark's Head bay where they can cool off with the sharks. If they make it back to shore, they will be met by the King's guard, if not the King himself and their justice. This ward also protects against contagion in the city.

Likewise the skies are warded over the city and the palace to prevent anything from flying in. This was done after marsol.

Realm Wards
As a rule, guests and friends can portal to the palace gate to come and go during their stays or visits, otherwise regular travelers who aren't guests but come and go frequently can do so from the city gates. Outsiders entering the realm for the first time wind up on the edge of the realm at the fixed gate which anchors incoming gates at the outpost on the northwest shore of Shark's Head Bay. In this case, or if traveling by foot or mount; it's best to stick to the roads which are patrolled and have watering and supply stations for travelers...as the desert of fire is a very inhospitable place if you don't know it.

 

Weapons and Armour


Weapons
Duel Scimitars: +32 each, wounding damage +1 turn per ace
Long Dagger: +12, +86 enhanced damage MA
Throwing Daggers: quiver of 5, +10
Palace Armoury: level 26, called weapon, up to +1 damage per success, double on crit
Dead Realms Armoury: level 32, called weapon, up to +1 damage per success, double on crit

Armour
Palace Armoury: level 26, called armour up +1 AC per success, double on crit
Dead Realms Armoury: level 26, called armour up to +1 AC per success, double on crit.

 

Dice


Vital Stats
Health Points: 1176
Spiritous Stone Strength: 480 vs. strength or spell
Regeneration: 61
Fortitude: 51
Stamina: 56
Strength: 21
Willpower: 35

Dice
Base Level: 33
Trait Level: 36
Combat Skills: 32
Desert Survival: 28
Torture: 40
Necromancy: 33
Specxtremancy: 31
Genomancy: 33
Sorcery: 36
Dead Realms Magic: 35

 

Check Dice


Physical Checks
Strength: 21
Stamina: 56
Movement: 16
Dexterity: 15
Reflextes: 18
Stealth: 22
Sensory Checks
(Neffari/Demon)
Vision: 21
Hearing: 16
Olfactory: 17/0
Taste: 19/0
Touch: 14/12
Overall Alertness: 17/16
Mental Checks
(Neffari/Demon)
Willpower: 35
Constitution: 30
Intelligence: 17
Wisdom: 26
Logic: 31
Charisma: 21/13/15
Courage: 16
 

Skills


Combat Skills
Wield Duel Swords
Battle Spear
Martial Combat
Shield Combat: use shield simultaneously with weapons
Shield Bash: damages, stuns -1 AR per ace.
Battle Tactics: +1 init combat
War Tactics: +1 init battle charge
Thrown Weapons: +2 HB
Backstab: +2 HB surprise attacks
Enraging Taunt: foes gain +2 HB, and +10 damage per hit, but cannot defend for +1 turn per ace (intelligence)
Battle Rage: gain +2 HB, and +10 damage per hit but unable to defend for +1 turn per ace (courage).
Leadership: +5 charisma on all leadership oriented rolls
Motivate: +1 courage and willpower to allies for +1 turn per ace.
Combat Riding: +2 HB mounted
Death Blow: +1 HB on death blows.

Special Skills
Legendary Master of Torture: 40
Battle Conditioning: 36, special and often cruel techniques used to condition men at arms to be battle ready, cold hearted, and tough; boosts Willpower, Courage, Fortitude, and Lowers touch, but causes emotional detachment and apathy towards others. All gains and losses at +1 per ace per stage of training.

Desert Survival Skills
Find Water
Desert Sense: sense flash floods, sand storms, etc.
Find and Make Shelter: know where to find shelters such as sand caves and oases, and how to make shelters out of what is available in the desert
Find Food: know how to find edible plants, salt, and game in the desert.
Rehydrate: knowledge of rehydrating the body when dehydrated.
Weather the Storm: knowledge of how to survive sandstorms, dust devils, extreme heat, and flash floods.
Direction Sense: knowing which direction is being traveled in the desert.

Common Skills
Interrogation:
Intimidation:
Deception:
Subterfuge:
Book Making:
Historian: of the Desert of Fire and southern An Morendor
Court Politics:
Diplomacy:
Horseman: breeding, training, care, and riding
Creature Lore: knowledge of demons, devils, undead, living dead, dragons, and spirits

 

Horned Demon Traits


Horned Demon Traits
Immortal consitution: +20 stamina, +25 regeneration, +15 Fortitude, +1 each per trait level.
Improved Strength: +5
Immunities: disease, charms, cold
Resistance: abyss and shadow 85%
Grip of Possession: possess through prolonged contact, vs. willpower, possessing touch drains Willpower -1 per ace per turn. Forms can be gained if demon destroys the soul of the one possessed, or be controled by demon in this way.
Vocal Presence: dominate through voice, even enslave at high levels, vs. Willpower.
Telepathy: see below, includes mind reading vs. constitution.
Blood Siring: after death, bathe chosen in blood until skin is covered, blood infusion of 1 pint per generation.
Spiritous Stone: same thing as a phylactery, Lich Demon cannot be killed permanently until this gem stone is destroyed. Stone can be hidden anywhere near bone, flesh, or blood. The power of this stone resurrects the Horned Demon 1 d6 days after a cursory death. Strength of gemstone is 120, +10 per trait level. Acts as HP and vs. strength or spells.
Aura of Disease: radius of up to 4 feet, +1 foot per level as called when active, aggravated damage each turn aura is contacted, -1 AR per ace to anyone affected.
Clan Paths: Necromancy with Clan Signature Power of Pestilence, Spectremancy, Genomancy (horned Demon Special), Sorcery, Dead Realms Magic.
Generations 1-3 take all paths
Generations 4-5 take 4 paths
Generations 6-7 take 3 paths
Generations 8-9 take 2 paths
All other generations take 1 path.

Demon Weaknesses
Lacks Physical Strength: compared to most demons, subrace stats +5
Susceptible to Most Elements: but cold, abyss, and shadow.
No sense of smell or taste in demon form

Demon Form
Horned Demon Form: tall, 7-9 feet, skeletal covered with very tough ash-grey, black, dark brown, or reddish-brown colored skin, but no muscle, clawed fingers and large horns of varying kinds. Skeletal frame is humanoid in shape, and either armour or layered clothing and robes are worn.
Frightening Form Penalty: charisma drops -8 in presence of strangers and -6 with casual acquaintences
Horns: +18 damage
Claws: +8 damage


Telepathy
{1-3} Touching subject.
{4-6} Within 30 feet of subject.
{7-9} Within visual range of subject.
{10-12} Within same city/borough as subject.
{13-15} In same state/providence as subject.
{16-18} In same country as subject.
{19-21} In same world as subject.
{22-24} Able to contact various subjects at same time anywhere in the world.
{25-27} Able to contact subjects anywhere and at any distance.
{28-30} Able to create mind gates to see, hear, and influence subject through a telepathic connection.
{31-35} Telepathic Visionary - connect to someone met before telepathically and see them as well as hear them and their thoughts within their surroundings. See and hear those around them as well. Area of vision is +1 yard per success radius around target.
{36-40} Formulation of Commands - Formulate and Improvise telepathic effects and powers, and make telepathic items, wards, or artifacts.

 

Advantages


 

Disadvantages


 

Necromancy


Necromantic Corruption

Any alignment can take necromancy, but if used for evil; this power will corrupt its wielder and shift their alignment. Typically; those of chaotic or evil alignments learn this path. Those who become supreme masters of Necromancy, become so infused with the powers of the dead realms that they ascend into a dark being (see level 12, God of the Dark Temple). Good aligned must at least become chaotic if this occurs.
 

Spectremancy


Spirit Types

Spirit Types include; Ghosts, Specters, Poltergeists, Phantoms, Wraiths, Elemental Spirits, Apparitions, Planar Creatures, and Spirit Aspects
 

Genomancy


 

Sorcery


 

Dead Realms Magic