[written by Jacob, who plays Sesel the Voice and his associate Raoden]
The
Facility
Somewhat
different from most Cothon-Gadeed Services, in that it is not
physically present within the Dual Cities, nor even the surrounding
area of the Tel, it is nevertheless available to citizens and
barbarians alike as a location for learning and research.
Access
to the Facility is available only by appointment, through the Bani
Dawr. They charge a monthly premium of 100 dinars for a character to
access the Facility for their own research, in addition to the
character agreeing to share any discoveries they make using the
Facility’s resources.
A
barbarian can utilize this service by sending notice to the Bani
Dawr, along with the required payment. They would then meet a
representative of the Bani Dawr at the Processional Gate, be escorted
through the long walk, Gadeed herself, and into the Dawr estate.
Citizens of Gadeed need only send the notice and coin, meeting at the
estate itself at the appointed time.
Once
at the estate visitors are guided into a small, well appointed garden
and served a calming green tea (which every guest is expected to
consume immediately upon being served, in full, as the consumption of
it is part of the process for accessing the magics used to travel to
the Facility). They are then guided through a short pair of
corridors, up some steps to a balcony overlooking the previous
garden, and instructed to step onto a small dais and place their hand
on a pedestal.
At
that point visitors find themselves in a strange metal room, well lit
and with plush looking chairs and couches scattered throughout.
Throughout the Facility one might see researchers of several
denominations, but especially Bani Dawr, notable in that they all
wear nearly identical, simple looking gray clothing each with a small
pin upon their left breast. Researchers are often huddled over a
project, or interacting with one of the various magical mirrors seen
all over the Facility, and sometimes just hanging out and having a
break (as is most frequently the case in the common room where
visitors enter). At that point a Facility representative will be
assigned as your escort and research assistant, and you will be
allowed to visit and use the various services and features of the
Facility, though some require additional fees.
Each
new visitor is greeted by the lead researcher, Adnaan al-Dawr, an
historian with cropped, curled, purple-dyed hair and blue eyes. She
is always enthusiastic of anyone looking to research, though even
more so when that research relates to the fantastical things of which
the Facility is capable.
Services
and Features of the Facility
All
throughout the Facility is the omni-present spirit 47.
They can be called upon to aid in directing or answering questions,
providing interface guidance, and limited access to the more general
Facility features.
The
Common Room
Available
to anyone visiting or staying within the Facility, and the main entry
point. The room is capable of holding nearly a hundred individuals
comfortably, and includes several tables as well as a full kitchen
and chef to provide meals, as well as several (though common) drink
options. Though the food quality won’t be that of a fine-dining
experience, it is far above standard rations and hard-tack barbarians
might be accustomed to when out of the city. Of note in the room, a
magic seems to be present within the room that dampens conversational
noise, and any given circle of chairs/tables/etc seems to be it’s
own pocket of noise, without causing the room itself to be a
cacophony at all hours.
The
Barracks
Available
at an additional fee of 500 dinars per month, and only as rooms are
available, a visitor can stay within the Facility itself for their
researches. Providing a private room, with remarkably soft and cushy
cloth bedding, a sturdy metal desk with plenty of writing implements,
and a small wardrobe. Purchasing this, and remaining within the
Facility for the month (other than to adventure) grants a +1 to your
research/work being done within the Facility.
The
Library
While
47 themselves will refer to the location as “Command” most of the
time (they are still adjusting to the renaming) the Library is a
large room with several seats, some built-in and some clearly
imported from Gadeed, sat around various magic-mirror paneled tables.
Additionally, any non-magic-mirror surface here is lined with books
(some open to various entries and in-use, others stacked
not-so-neatly), in addition to the (obviously recently added) shelves
of books scattered throughout the room.
The
basic 100 dinars grants usage of one of these tables for several
hours a day. An additional 200 dinars grants priority access to these
panels, allowing you to reserve as much time in a day as you need,
and granting a +1 to any research/work being done.
Like
the Libraries of the taverns, the Facility’s Library has certain
specific topics of information present within. Alas, at this time
there are only mundane books available in this collection, no
spellbooks.
History,
especially as it relates to fantastical legends or stories
Stories
or epics written about legendary adventurers of the past
Tomes
relating to the translation of ancient languages to more modern
variants
A
small selection of freshly written, unique tomes, documenting the
researches of the Bani Dawr within the Facility, its features and
mechanics. These are only available to guests who have some
agreement with the Bani Dawr to share in their knowledge.
The
Simulator
As
part of the library here, one can purchase time with the Simulator.
This costs 100 dinars per use, but grants access to the portion of
the Facility that was previously adventured within. This access can
include designing custom scenarios, or to select an existing scenario
and accompanying settings, to run through as an adventure. Note that
nothing can be taken from the scenarios, so no practical treasure is
available. However, the researchers note that they believe there are
still things to be learned about those who built the Facility through
the exploration of these scenarios, and anyone returning with new
information from a scenario is granted not only their 100 dinars
back, but the rights to a room in the barracks, and priority Library
access for the following 1 month.
Scenario
settings:
Time of day:
Mid-Day,
Sunny
Night,
moon rises after 1 hour
Mid-day
Weather:
Heavy
rains
Freezing
cold, snow covers the ground, water is ice, clear sky.
Burning
hot, little water, forrest become deserts, early morning (with full
sun-rise in 1 hour)
Color
of the sun (it is always approximately nickel sized):
Yellow
Blue
Red
Green
Scenarios
that can be selected:
Enemy
Base Assault
The
enemy maintains a small fort at this location. You are to secure
the structure, and drive out or slay all enemy combatants.
Base
Defense
The
enemy is advancing a sizeable troop on one of our surface
emplacements, and you’re the last line of defense. They will
press a strong attack, but you will have the fort's defenses to
your advantage.
Pyramid
Assault
The
enemy is bringing a warship to bear upon us, and you have snuck
aboard. Your mission is to stop the ship from reaching it’s
destination.
Cavern
Assault
This
cavern is occupied by local primitives who support the enemy. They
have captives they intend to brainwash to their side. Free any
captives you can, and destroy their encampment.
Forest
Camp Ambush
Our
intel suggests that the enemy will be attempting to make slaves or
soldiers of a local primitive caravan. Your job is to stop that
from happening, at any cost.
Cavern
facility defense
The
enemy has discovered one of our secret mountain forts. The
structure is to be protected at any cost, and if the control room
is breached the facility will self-destruct. Your goal is to beat
out the enemy before that happens.
The
Research Rooms
Available
only by paying an additional 100 dinars, and by getting prior
approval from the lead researcher of the Facility. Perhaps not what
most residents of the great Mother of Cities would expect in a
‘research’ room, these large open rooms contain only a single
chair, and a small magic-mirror panel. However, upon making a
selection on the magic-mirror half the room changes to suddenly
reveal one of the 4 specimens for research sealed behind an
impenetrable glass wall. Note that no direct physical interaction is
allowed with the specimens without prior approval, and additional
negotiated fees. However, some limited interactions can be had with
the specimens, including speech, as well as placing or removing
objects within the space.
An
ancient looking creature with sickly pale white skin, long white
hair, and strange blue leather clothing.
A
very well-built looking man, shirtless with a clear X shaped scar on
his belly and a brand on his forehead.
A
strange 3-eyed “cat” like creature:
A
blood-red humanoid creature that strikes around the room violently
with strange tendrils and white eyes:
The
Infirmary
Available
to all who visit the Facility, this large room contains several metal
slabs to facilitate medical research, each with a small metal cart to
hold tools, and a directional light above the table.
Additionally
within the room is (as defined by 47) a Sarcophagus. Only one of
these is present in the room, and is only available with an
additional 1000 dinar payment, and approval from the lead Facility
researcher. Use of the sarcophagus provides significant healing
capacity, as well as strengthening anyone who uses it. However, 47
cautions against regular use. There may be other features, but they
are yet to be discovered.The “sarcophagus”:
The
Ring
Noted
here as something the various adventurers of the Facility are aware
of, but which is not a generally available feature for research. This
“room” lies behind several large metal doors. Access to this room
requires a unique code, known only to a select few. Within the room,
at the end of a ramp, is a large metal ring with symbols embossed
into the face of it:
There
is also a small box of the same metal built into the floor to the
right side of the ring, the lid can be removed revealing an empty
metal box.