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==Brotherhood of Venice==
==Brotherhood of Venice==
===Main and OG expansions===
==Apocalypse==
<!--
===Bitter Conduct===
;Full sync conditions
*No Assassin has been Poisoned by a Viper (Elite Guard).
;''Apocalypse'' Intro
Venice - 1524 - Headquarters of the Brotherhood
 
It has been years since your team of Assassins last met in the hallways of the headquarters of the Brotherhood. They all have had their share of heroic actions and tense fights with the Templars.
 
Now they are assembled again for a special briefing.
 
Months ago, The Brotherhood received worrying reports about a group of former Assassins gone rogue, deep into the jungles of the ancient kingdom of Cambodia. Very worrying rumors are circulating: a powerful artifact is in their possession and the Templars are actively looking for it. They seem to instill terror into the local populations. Not to mention the fact that this group is giving the Brotherhood a very bad reputation...
 
The rumor has it that they are led by a giant viper who goes by the name of Colubra...
 
A group of less experienced Assassins was sent to investigate but they have gone silent and the Brotherhood is not optimistic about their fate. This is why they has tasked you, the four most loyal and experienced Assassins currently in Italy, with the delicate mission to find the team that was sent before you, recover any artifacts they may possess, seek the rogue Assassins and deal with their leader in the most discreet fashion.
 
You will not be alone in this: Shao Jun, a brilliant Assassin was on her way back to China but accepted to help you work your way in the jungle of the Khmer Empire.
 
Good luck and remember: Nothing is true, everything is permitted!
 
;Memory Intro
Your first contact with the region was as rough as you had anticipated. Harrowing weeks on a merchant ship, total estrangement in a land where almost nothing reminds you of Italy, the heat and humidity... Fortunately, some of you are well traveled. After weeks of sailing on the Mother of all Rivers, the Tônlé Mékôngk, as it is called by the people you met, you are starting to appreciate the wonders of the Khmer Empire. Traces of its glorious past are popping up at surprising turns of the river, with the majestic temples, grandiose vegetation and incredible life forms.
 
In a small settlement in the heart of the jungle, you are set to meet Shao Jun, the Assassin who will accompany you on your journey. As you come close to the meeting point, you see that villagers have gathered around a sick bed. Shao Jun lies there, livid.
 
You understand that she has been poisoned and that she needs an antidote as soon as possible in order to survive. The villagers point out to the area where the village keeps a small stash of locally made antidotes.
 
It seems you will have a first taste of what lies ahead as you spot a group of strangely clad soldiers guarding the antidote stash.
;Objectives
Collect an antidote.
;Debrief
You give the antidote to Shao Jun, hoping for the best. After a few hours of anxiety-ridden sleep, she seems to have recovered and thanks you profusely.
 
She reveals that she was poisoned by a very intriguing figure she believes might have something to do with that Colubra you’re looking for. You need to find what happened to the previous Assassin team...
 
===Chasing the Rabbit===
;Full sync conditions
*Perform Shao Jun's deadly dance on a square containing 4 Guards.
;Intro
As you were investigating in a village, a young boy told you he has heard of people looking like you and that there were belongings in a clearing nearby. He would never dare to touch them, as the spirits of the dead are known to haunt that place.
 
The boy guides you to a promontory that may help you locate the clearing. As you approach it, you notice that an eerily bone-chilling fog has descended on the region...
 
;Objectives
Synchronize from the top of the Naga to locate signs of the Assassins of the first expedition and then recover them.
;Debrief
The fog finally dissipated and you reached the clearing. No ghosts here but you can tell the Assassin team definitely passed through here, as one of them left their belongings, including a small diary.
 
As you read the account of the search for the Assassin named Colubra, you can’t help but feel uneasy. There seems to be some malevolent force at work in this region.
 
You realize Colubra is a Portuguese word for Serpent. That means you are on the right track.
 
One of the most intriguing pages of the diary shows a drawing of a stunning female warrior, along with the symbols [SYMBOLS]
 
===Seek and Do Not Destroy===
;Full sync conditions
*No Assassin became exposed because of Mae Wa.
;Intro
You reach a village and ask around about the symbols [SYMBOL] but no one seems to be willing to talk about them. Some even refuse to look at them in the diary.
 
After several hours asking around, one of the village elders, a woman who looks so old she seems almost eternal, points to the jungle ahead.
 
“Climb the Naga and look for a soldier called Mae Wa who will lead you to what you are looking for.”
 
Do not hurt her or the serpent will kill us all!
;Objectives
Locate Mae Wa by Synchronizing from the top of the Naga, then follow her stealthily, avoiding detection.
;Debrief
<tabber>
|-|1=
If 1+ Assassin left the Map through the Secret passage,
read the following:
As you see the fierce female warrior leave, you feel that you need to follow her further as she clearly has something to do with those rebel Assassins.
 
The team that was there before you seems to have vanished into thin air. As you ask around about them, you only get silent looks of disapproval in response. Most of those you ask do not even bother replying at all.
 
It looks like those Assassins have not left any good memories around...
|-|2=
If no Assassin left the Map through the Secret passage,
read the following:
You lost track of Mae Wa... After several hours of searching, you finally locate her! Tick 1 box on the Threat Gauge.
 
The team that was there before you seems to have vanished into thin air. As you ask around about them, you only get silent looks of disapproval in response. Most of those you ask do not even bother replying at all.
 
It looks like those Assassins have not left any good memories around...
</tabber>
 
===Bombs Away===
;Full sync conditions
*Secret.
;Intro
You managed to find tracks of Mae Wa that lead to a small building next to a temple in ruins.
 
Nearby, a group of soldiers have a lively conversation but you cannot make out the words. Suddenly, they all freeze and seem to enter some kind of trance.
 
One of the female soldiers is trying to open a locked grate. The hissing sounds now seem to be surrounding you and you begin to feel uneasy as if it was drawing you to that grate.
 
You cannot see what is behind the grid from where you are. You need to get closer and investigate.
;Objectives
Investigate the camp. [!] After reaching the Objective, take the large card A#27 and follow the steps on the [Keys] side
;Debrief
That was the largest and most frightening animal you have ever met. Was that monstrosity even an animal?
 
In the lair of the snake you found a broken blade, which seems to be a peculiar design of a Hidden blade from the Brotherhood.
 
It is clear those soldiers have a strange serpent cult and they are definitely connected to the rebel Assassins.
 
During your investigation, you overheard the soldiers talking about going back to their boats. That is a lead you should follow.
 
===The Mission===
;Full sync conditions
*Attack 1+ Crocodile and Eliminate it.
;Intro
As the female warriors mentioned their boats, you are now trying to find where they could have needed them.
 
You gather from villagers that there is a ford, a few hours walk from here, where travelers sometimes come from.
 
After a while, the sounds of the forest grow more intense as the rumble of a mighty river can be heard in the distance.
 
You finally reach the riverbanks, just in time to spot a shining blade on the other side. It is time for some swimming!
;Objectives
Find clues from the Furies.
;Debrief
This side of the river feels different. The animals are quieter, the forest is much darker and the air feels oppressive. Following some tracks, you found the entrance of underground river tunnels. There
are mostly animals and plants you have never seen before, some of them are even quite repulsive.
 
Finally, you reach an underground pond, where a strange blue light seems to glow from the water itself. There, four small boats are waiting for their owners...
 
===Fear and Loathing in the Valley===
;Full sync conditions
*No Assassins were Eliminated.
;Intro
Despite your best efforts, the warriors you spotted leaving the ford are nowhere to be found. As dusk is upon you, you are about to set camp when you find a very dense wall of trees. Your keen eyes are not
fooled by the hastily arranged thicket and as you split the branches, you reveal a passage to a clearing. Darkness engulfs you as you spot unknown animal eyes spying on you.
 
The clearing meanders through rolling hills where you finally spot remains of a campfire. You are on your guards and move ahead to investigate what seem to be a freshly abandoned camp.
;Objectives
Search the camp to find traces of the Furies. [!] After you have Eliminated all Enemies on the Objective [keys] AND all the Assassins gathered on the [keys] square, take large card A#25 and play it.
;Debrief
You obviously face a much more dangerous threat than you imagined. You almost drowned there!
 
Those Furies were unsettling. They seemed to be possessed by some strange power. And the water felt almost like it had its own will, as if it was corrupted to the point that it would try to drown you on purpose.
 
===Hold the Fort!===
;Full sync conditions
*During each Enemy Reinforcement Step, you must never be short of Guard miniatures.
 
;Intro
Even though the Furies almost got you all killed, they made a big mistake as they revealed the location of their real encampment. Once they realize you are targeting their base, the Furies come to you at full force! You need to regroup and find a strong position to defend while you prepare your team for what is to come.
 
Fortunately, you spotted an easily defensible position within the camp.
 
The Furies are closing in on you, it's time to defend the Brotherhood!
;Objectives
Block the Enemy Entrances A, B and C in the same turn. Shao Jun may exceptionally complete 1+ of these Objectives. Then remove these 3 Entrances from the Map. If you fail to block all 3 entrances in the same turn, Memory fails.
AND
Synchronize at the top of the Naga to make the Secret Passage appear and use it to leave the Map.
;Debrief
Well done Assassins! You managed to delay the Furies enough for you to maybe reach their base and find out who the mysterious Colubra is.
 
From what you gathered about Colubra, the rebel Assassins must be in a stronghold further into the jungle. This does not fit with the information you’re been given by the Brotherhood.
 
Obviously, someone wants to muddy the water. You should be on your guard, as something is amiss in this mission.
 
===Another World===
;Full sync conditions
*Secret
;Intro
You raced to what you though would be a fortress, where Colubra should be.
 
But now you are among simple people, villagers peacefully assembled and busy with their daily tasks. They look at you with fear in their eyes. And then you realize, there are almost only women and girls here. This cannot be the rebel Assassin holdout you've been told about.
 
Suddenly, out of nowhere, a group of female warriors encircles you. It seems the villagers are not so peaceful...
;Objectives
Search the Furies camp. [!] After the first Assassin reaching the [keys] Objective, take large card A#33 and play it.
;Debrief
Colubra is not just a rebel Assassin. She holds a terrible power! Is she really this tall? It’s hard to believe...
 
You have heard of that kind of power before, but to experience it firsthand is incredible.
 
You remember the disturbing events you have witnessed years ago in Italy and can’t help but think the Brotherhood would not ignore about the supernatural powers wielded by Colubra.
 
And it seems that the giant snake and Colubra have more in common that meets the eye...
 
===Snakes Get Madder===
;Full sync conditions
2 of the Assassins (other than Shao Jun) must have left the Map by the end of the 6th game turn.
 
;Intro
Colubra has now retreated, probably to her real hideout, further into the forest. As you move deeper in, you find there are almost no more villages. The darkness is growing. The lifeforms are weirdly corrupted and even the plants take strange shapes.
 
Every sound makes you shiver or jump, as if they were distorted by the corrupted air. And now you have just spotted those aggressive snakes that resemble the giant one you fought a while ago...
;Objectives
Learn how to flush out and capture Hydras. [!] After completing the Objective, take 1 Hydra token from the Danger token pile and place it in your plastic bag.
 
You should also Synchronize at the top of the Naga to locate other potential Hydras to capture. ''Reminders: any Hydra revealed by an Assassin who moved to its space is automatically captured and placed in your plastic bag. Shao Jun cannot capture Hydras.''
;Debrief
Those hydras were not natural. Something is transforming the environment.
 
It does not take you long to understand that this rebel Assassin has taken control of a very powerful Apple of Eden. You have never heard of an Artefact capable of changing the environment that way, but you will need to make further research.
 
Your mission is starting to make more sense, but you cannot help wonder why the Brotherhood didn’t mention the Apple...
 
===Into the Dark===
;Full sync conditions
No Assassin has lost [health].
;Intro
You are getting closer to Colubra’s hideout. But here the land seems devastated, as if a plague has taken possession of it. The animals are overly aggressive. When you look at the plants, you can almost feel them breathe.
 
This corruption is unbearable. You can see how this is a serious threat to the world, not only to the Brotherhood. You must cleanse this place before it is too late.
;Objectives
OBJECTIVE OF THIS MEMORY
Flood the source of corruption. [!] Attention: The flood will take place at the end of the turn in which you complete the Objective, then reveal the card [keys].
OPTIONAL OBJECTIVE
If you Synchronize before completing the Objective, you may be able to scout the surroundings and avoid getting overwhelmed.
;Debrief
Well done, the corruption of the artefact has been wiped from this place, although you can’t help but wonder how deep it runs and if the place will ever be as before.
 
You will need to find a more permanent way to restore the order of things.
 
You gathered some strange tales from the rare people in the area. Ones of fierce battles between a giant warrior and a giant snake. Could this be Colubra and Sesha? It looks like they were fighting together though....
 
===The End (BOV)===
;Full sync conditions
Reveal the 6 Danger tokens placed on the Map when it was set up.
;Intro
You are now in sight of the enemy’s hideout. The air is heavy, the sound of the running water is overwhelming. Even though you cannot see the enemies, you can feel their presence. The glints of the rare sun rays that reach the ground reflect on their weapons, blinding you on purpose.
 
She’s there, you can feel her corrupted presence. It is as if her aura is making everything more crisp, bigger than life. Even the Stalkers’ shadows seem to disappear!
 
As you come near her presence, you can sense the weight she carries, the pain she feels and the sheer power and life force she imposes on everything around her.
;Objectives
Reach the temple on the other side of the chasm using a grappling hook, then perform your first ritual on the Objective. [!]After completing the Objective:
#Permanently discard ([X] ) 1 Hydra token from your plastic bag.
#Remove the reminder token.
#Ignore this Memory's special rule from now on.
;Debrief
Colubra, the rebel Assassin, was not fighting along Sesha, unlike you expected. The Apple she carries is unlike anything you have seen. It changes not only the way people act around her, but it also changes the physical world, to the point of changing her own size to that of a giant!
 
And it doesn’t seem to stop there, if you would believe the accounts of whole regions devastated by the power of that artifact.
 
It seems that the ritual involving the hydras, whatever it does, prevents Colubra from using some of her powers.
 
===The Fall of Man===
;Full sync conditions
Each Assassin has kept more than half of their [health].
;Intro
The Apple must be destroyed at all costs. If ever it was to fall in more organized hands, it could be the end of the world.
 
You have now reached the innermost part of Colubra’s sanctuary and you can tell how the Apple has modeled the environment to Colubra’s rage and despair. You feel like a complete stranger in this place, even more than before. It’s like nothing was real, every little thing is altered and scary.
 
You see Colubra in the distance and you can hear the hisses of snakes all around. It’s almost unbearable.
;Objectives
Reach the Objective to destroy the artifact. [!] After reaching the Objective: Reveal the [keys] large card.
;Debrief
Isabel, the former Assassin who was known as Colubra, is no more. You have accomplished your mission, albeit with a bitter ending.
 
Even though you didn’t retrieve the Apple, it felt the right thing to do to wipe this thing of the surface of the Earth.
 
You come to realize Isabel only ever fought for the people around her, those for whom no one would fight. In the end, she made the ultimate sacrifice, like a true Assassin. You will remember her. Now, before you leave, it is time to get to know those people better and help them.
-->
 
===Database equivalent===
====Main and OG expansions====
<tabber>
<tabber>
|-|Hidden Blade=
|-|Hidden Blade=
Line 1,773: Line 2,038:
</tabber>
</tabber>


===Apocalypse (WIP)===
====Apocalypse (WIP)====
These are taken from the WIP rulebook from the kickstarter, so they are VERY subject to change and shouldn't be used in ANY pages.
These are taken from the WIP rulebook from the kickstarter, so they are VERY subject to change and shouldn't be used in ANY pages.



Revision as of 05:39, 18 May 2024

My secondary sandbox.

Animus Training Program - Quickstart

Jade

Cover artists

Brotherhood of Venice

Apocalypse

Database equivalent

Main and OG expansions

Ever since Darius, a Proto-Assassin, eliminated the Persian king Xerxes,

the hidden blade has become the signature weapon of the Brotherhood of Assassins.

It is usually hidden using an armband and can be deployed in a flash, revealing a formidably sharp point. Thanks to modifications made by Altaïr, you no longer need to cut off a finger to use it to its best advantage. Some Assassins, however, continue to mutilate themselves out of tradition and devotion to the Brotherhood.

Made under duress by Leonardo da Vinci for the Baron de Valois, this pistol of rare precision includes several innovations never seen on weapons of this era. It can be immediately identified thanks to its golden metal spinning wheel.

In Venice, the Doge is the first magistrate of the republics of Venice and Genoa. He is elected for life. From the Palazzo Ducale, he leads the armies, presides over the Senate, can declare war and sign peace. He is responsible for the Council of Ten, an assembly made up of the lords of the most powerful Venetian families. The current Doge, elected in 1501, is Leonardo Loredan. He is a cultured merchant and a fine politician.

Gian Giacomo Caprotti da Oreno, born in 1480, is the most famous of Leonardo da Vinci's apprentices. He maintains an ambiguous relationship with the Maestro, made of a deep friendship, but also of some mischief due to the young apprentice's passion for gambling. A few years ago, this passion almost cost the Assassins dearly when Salaì failed to keep track of his mission: Protect Leonardo. Fortunately his courage, his insight and some decisive help from Ezio allowed the Assassins to find the Maestro safe and sound. Salaì would do just about anything for Leonardo da Vinci, and the feeling is probably mutual.

Leonardo da Vinci, aged 57 in 1509, is one of those rare people who are gifted in all they choose to do. His first meeting with Ezio was more than thirty years ago and Ezio still carries the hidden blade that the genius repaired and upgraded for him. As a staunch ally, Leonardo enabled the Assassins to technologically surpass their Templar enemies thanks to numerous inventions, including the flying machine. The Maestro, as we sometimes call him, has the habit of appearing without warning, whether in Rome, Florence or where he is now, Venice.

Niccolò Orsini di Pitigliano (1442 - 1510) was a Leader of Italian mercenaries. He was the Captain-General of the Venetians during the war against the Cambrai league.

Niccolò di Bernardo dei Machiavelli, born in 1469, is a Florentine with many talents. Philosopher, politician and member of the Brotherhood of Assassins since he was 19, Niccolò is one of those who allowed Ezio to join the Brotherhood. He is a powerful enemy of the Borgias and has helped Ezio dismantle one of their bases in Rome. He faithfully supports Ezio in all circumstances, despite the apparent discord between the two men. It was probably at his request that Niccolò temporarily left his native Florence to lend a hand once again to the Assassins in Rome. His political visions will have to wait a few more years before being written down on paper in his famous book: The Prince.

The Bocca di Leone ("Lion's Mouth") were boxes made for denunciation. They often bore the shape of a human or animal mouth. Some were dedicated to various types of accusations: Concealment of income, favors, misdemeanors linked to public health, etc. Denunciations could not be completely anonymous (except in case of emergency) and were processed according to a sophisticated investigation system. The lion sometimes appeared on the boxes as a reference to the Lion of Venice, emblem of the Republic.

The Assassins know the secrets of a civilization that existed long before humanity. lts members were known under the names Isus, Precursors or First Civilization. Some elements of their technology have endured, such as the Pieces of Eden. As rare as they are powerful, they have been used repeatedly to influence the course of humankind's history. The Assassins are trying by all means to prevent Templars from finding and using the fragments.

Among the Pieces of Eden, the Staves were created to take control of the body and mind of humans. Used properly, they are an extremely powerful instrument of control, which can be used for good or evil. Doubt remains as to whether their extraordinary powers, such as levitation or invisibility, are real or are simply illusions.

The famous Lion of Venice is none other than a representation of Saint Mark, decorated with wings inspired by the Bible. When its fore paws are crossed, one rests on the ground and the other on the water, symbolizing the balance of Venetian powers between land and water. When depicted with a book, it symbolizes peace, whereas it is sometimes holding a sword during periods of armed conflict.

The Animus was originally a technological project of Abstergo Industries, a facade for the Order of the Templars. Thanks to a DNA fragment, it allows the person who is connected to explore and relive the memories of their ancestors - their Genetic Memories. Improved over time, used by both Assassins and Templars, the latest versions of the Animus are no longer dependent on the user's DNA and allow anyone to explore the memories of a subject as long as they have their DNA. The newest versions of the Animus, HR-8 and HR-8.5, developed under the supervision of Sophia Rikkin and Layla Hassan, are now portable and do away with the need to use a DNA sample. The Memory only needs to be saved in order to share it with others. However, it happens that the Animus experiences some failures when displaying the Memories. These are the glitches that Assassins sometimes fear. It is rumored that some of these glitches may have been intentionally introduced into the Animus code by the Templars... If so, only an Assassin from the present day can help us!

Lucrezia Borgia, from a famous family of Templars, is cruel and merciless, just like her brother Cesare. Her use of excessive violence and her poisonings are almost legendary. Bold and independent, she defied social conventions by entertaining many romantic relationships during her numerous marriages. The few people who have really known her have been able to recognize the fragility beneath her arrogance and violence, no doubt linked to her family's turbulent history. During her two encounters with Ezio, they both tried to take advantage of the situation by playing the muddle game of seduction. She is still mad with rage at having let herself be taken in by her own game. She ruminates on a revenge that will certainly be terrible.

Cynical, sarcastic and self-confident, Shaun works for the Brotherhood as a historian and analyst. His knowledge is a valuable source of information for modern Assassins who are looking for Pieces of Eden and other First Civilization resources from the memories of various historical figures. Shaun offers precious help to people who visualize their genetic memories through the Animus. He creates databases for the Assassins by analyzing people, locations and eras from historical experiences. With Rebecca Crane, Desmond Miles and William Miles, Shaun was na essential member of the Assassins team who located an Apple of Eden and then the Great Temple in 2012, which changed the course of the conflict between Assassins and Templars. After perilous missions to London and Madrid, Shaun seems to have disappeared. Rumors of his reappearance were true!

When Leonardo da Vinci was forced to create war machines for the Borgias in 1499, his creative genius took over and he invented a whole system of combat automatons - it was still theoretical at that time - that can be set up in advance so that they travel a certain distance before setting off the bomb they are harboring. Overcome by remorse, he managed to hide his blueprints, but the Borgias were finally able to get their hands on them and turned them over to the Favero, who managed to finalize them. Fortunately, the Brotherhood also managed to create working prototypes thanks to Leonardo.

This small group of fierce Templars aims to fight the Assassins with their own methods. Trained like true counter-Assassins, the Crows are specialists in disguise, infiltration and, of course, assassination. They all wear clothes and accessories that evoke their favorite animal, the crow. Moreover their former leader, Sirus Favero, was nicknamed il corvo (the raven). In an attempt to preserve their anonymity, they use the names of the 4 Horsemen of the Apocalypse. The Assassins will have to face the four Crows led by Cesare Borgia including the formidable Matteo Favero, son of the historic leader of the Crows.

This megacorporation, created in 1937, is the result of a strategy of the Order of the Temple to sustainably transform the world and make it conform to the values and visions of the Templars. Today, it is a sprawling conglomerate that extends its sinister wings over sectors as varied as medical, pharmaceutical or video game industries. Abstergo is the inventor of the Animus.

Apocalypse (WIP)

These are taken from the WIP rulebook from the kickstarter, so they are VERY subject to change and shouldn't be used in ANY pages.

Shao Jun (born in 1505) is a famous Assassin of the Chinese Brotherhood of Assassins.

A former concubine of the Zhengde Emperor, she was rescued by the Assassins after the emperor’s death and devoted her life to the Brotherhood as a result.

During the interregnum following the Zhengde Emperor’s death, Zhang Yong—the leader of the Eight Tigers, a Templar faction—ordered a purge of all those who opposed him, which included the Assassins. Shao Jun and her Mentor, Zhu Jiuyuan, fled west to seek out the retired Mentor of the Italian Brotherhood, Ezio Auditore da Firenze. After helping Ezio fight off a Templar attack in his villa in Tuscany, he gave her a Precursor box to help her rebuild the Chinese Brotherhood.
When she heard of the troubles caused by the rogue Assassins in the Khmer Empire, she agreed to meet the four Assassins dispatched there and help them.

Measuring up to 12 feet, it is one of the most dangerous animals one can encounter in the region. It will bite and inject a potent venom that can kill an adult human in thirty minutes if no antidote is taken. Amazingly, even the very young ones can bite as dangerously as adults. It is not uncommon for expert handlers to extract their venom and use it to poison weapons.

Quick as lightning, the mongoose is the forever enemy of the cobra snake. Thanks to their incredible reflexes, they can face the venomous snakes and exploit any weakness, striking at the right time in the right spot. The mongooses found in this region have developed a resistance to the snake’s venom that allows them to continue fighting, even after a bite. They are greatly admired and revered by the inhabitants of the region, who sometimes tame and train them to help against the snakes.

Mirage inventory

Trade goods

Image Name Description Value
Bone Dice A set of dice made of bone from Nishapur, Persia. 1
Peacock Feather This colorful feather came from a regal peacock, the elegant bird considered to be a guardian of royalty and often engraved on royal thrones. 1
Flamingo Feather This pink feather was taken from a flaming. They are born white, gaining their pink color from the algae they eat. 1
Hare Foot A hare's foot used as a lucky charm. 1
Sumerian Ring A remarkable old ring from ancient Sumer 9
Emerald Ring A gold ring set with a beautiful green emerald gemstone. Emeralds have been mined for 3,500 years in locations around Mount Smaragdus in Ancient Egypt. 11
Faravahar The winged figure depicted by this amulet was understood by Zoroastrians to represent the spirits of humanity. The earliest known examples were found in Iran and date from over 2,500 years ago. 30
Nestorian Cross A symbol of the Nestorian order made out of bronze, composed of four arms of equal length that narrow towards the center. 22
Bone Button A button made of bone from Nishapur, Persia. 4
Pendant A piece of loose-hanging jewelry attached to the necklace with a small loop. Pendants could be used for identification, ornamentation or protection. 15
Anthropomorphic Pendant A small pendant depicting a half-human, half-anmial creature. 6
Bone Toy Statuette This child's toy was carved from bone in Seleucia. 8
Horse Harness A finely-carved horse harness from Nishapur, Persia. 4
Bone Whistle A Persian whistle made of bone. 6
Oil Lamp A portable lamp lit with oil. 8
Astrolabe An ancient device used for measuring astrological data. 14
Babylonian Jewelry These works of gold craftsmanship were created in Babylon, a city south of Baghdad. It is difficult to date due to its manufactoring techniques being lost to history. 25
Gold Ring A ring forged of gold, most likely worn as a symbol of status and wealth. Gold appears to be the oldest metal humans have worked with. 40
Ruby The earliest known trade of rubies was recorded on China's North Silk Road around 2,200 years ago. An astrological belief from the Hindu tradition connects rubies to the sun. 47
Jade Medallion This striking medallion boasts a green piece of the mineral jade. Known as the "imperial gem", some believed jade was a symbol of serenity and purity. 20
Iron Brooch A crude brooch made of treated iron. 7
Abbasid Necklace A piece of jewelry that showcases the fine crafting techniques from the artisans of the Abbasid Caliphate. 54
Silver Ring A ring forged out of silver, a malleable precious metal that has been know to humans since prehistoric times and, in Egypt, was valued more than gold. 22
Jade Coin A curious coin made of jade, imported from the East. 18
Pestle A heavy, rounded tool used for breaking down substances in a bowl known as a mortar. These tools have been used since the stone age. 10
Glass Perfume Bottle A glass bottle filled with sweet-smelling perfume. 14
Belt Buckle A belt buckle found on guard uniforms. 10
Tang Dynasty Coin A Chinese coin prized by merchants on the East Road. 18
Bedouin Bracelet A bracelet commonly worn by the nomadic Bedouins.
Silver Bracelet This bracelet is made of solid silver and is engraved with Arabic symbols. 25

Quest Items

Image Name Description Relevancy
Wrapped Package Given by Al-Hasan, required for the ceremony. Taking Flight
Lump of Copper Ore A lump of muddy copper ore found inside a lusterware pot located within a sunken pottery workshop in Ukbara.
Marked Coins Specially marked coins. The Marked Coins
Bronze Mirror A valuable bronze mirror that Dervis covets. The Bronze Mirror Heist
Panacea Sample Whatever it is, it carries a potent aroma of mysterious herbs and strong alcohol. The Botanist
Carolingian Coin A rare and precious silver coin minted during the reign of Charles the Bald, who was King of Francia at the time when the fearsome Ragnar Lothbrok raided Paris. The Carolingian Coin Heist
Magic Potion Farah's flask of what is most likely alchol. Nasrin holds it for her. The Servant and the Impostor
Eye Makeup A tincture of herbs that makes the eyes bigger and more luminous. The Servant and the Impostor
The Garden and its Mysteries A heavy, well-thumbed tome. The Servant and the Impostor
Caliphal Palace Master Key This key unlocks all doors in the Caliphal Palace. The Serpent's Nest
Damascus Gate Prison Keys These keys unlocks several doors in the Damascus Gate prison. Jailbreak
Heron Feather A feather used by a Hidden One to mark a successful assassination. All Order assassination missions
Bloodied Heron Feather A feather dipped in the blood of a Hidden One's target. All Order assassination missions
Mysterious Shard This little shard weighs heavily in my hand. It seems charged with a strange energy. The Calling
Calculating the Azimuth Endless tables filled with numbers and symbols. A Life's Work
Comments on Euclid's Elements, Chapter X Commentaries on Euclid's Elements, along with what appears to be his son's birthdate scribbled in the corner. A Life's Work
Piece of Fabric A piece of fabric from a woman's gown found in the dead librarian's grasp. Follow the Fiery Trail
White Flowers A posy of beautiful white flowers. The Hunter
Informer's Orders I need More names. Do whatever you have to do, but get them. I have something special planned.

- Dogan bin Arslan
The Hunter
An Exotic Hairpin A precious hairpin of ancient Chinese origin, finely ornate, coveted by the Treasurer. Gilded Butterflies
Dragon Brooch A brooch belonging to members of The Ivory Coin, an exclusive merchants' guild. Gilded Butterflies
Transport Routes Ledger These are the transport routes for the items.
Message A message for the chief of security in the Prince's Palace.

Resources / Consumables / Materials

Image Name Description
Dirham In the classical period, a dirham referred to any coin made out of silver, and also shared a name with a small unit of weight.
Scholar Favor Token This token can grant you specific services and favors when shown to certain scholars and entertainers.

Obtain more by completing Contracts and pickpocketing people on the streets.
Power Favor Token This token can grant you specific services and favors when shown to Caliphal officials, like the Munadi and certain guards. Mercenaries and even some rebels will also accept them.

Obtain more by completing Contracts and pickpocketing people on the streets.
Merchant Favor Token This token can grant you specific services and favors when shown to certain merchants.

Obtain more by completing Contracts and pickpocketing people on the streets.
Steel Ingot Steel Ingots can be used to improve weapons and equipment by visiting the Banu Musa or a Blacksmith.

Obtain more by opening chests, completing Contracts or buying them from Traders.
Leather Leather can be used to improve weapons and equipment by visiting the Banu Musa or a Blacksmith.

Obtain more by opening chests, completing Contracts or buying them from Traders.
Components Components can be used to improve Tools by visiting the Banu Musa.

Obtain more by opening chests, completing Contracts or buying them from Traders.
Elixir Elixirs can be used to restore limited Health

Obtain more by buying them from a Trader.
Throwing Knife The Throwing Knife is a small blade that can be thrown at a distance to kill enemies and interact with objects.

Obtain more by opening chests in restricted areas or by buying them from a Trader.
Blowdart A non-lethal projectile, the Blowdart is used to incapacitate enemies for a limited time.

Obtain more by opening chests in restricted areas or by buying them from a Trader.
Noisemaker The Noisemaker is a tool used to lure guards to a single location, or to force them to disengage from combat.

Obtain more by opening chests in restricted areas or by buying from a Trader.
Smoke Bomb The Smoke Bomb is a non-lethal explosive device that emits smoke to conceal movement and disorient enemies.

Obtain more by opening chests in restricted areas or by buying them from a Trader.
Trap Traps can be thrown at enemies and will trigger a burst of non-lethal sleeping gas.

Obtain more by opening chests in restricted areas or by buying them from a Trader.