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 Eerling's 3 Notebooks

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Keeper

Keeper


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Join date : 2019-03-04

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PostSubject: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 1:38 am

Eerling has 3 notebooks, plus one small palm sized notebook.
Information from the notebooks is not available until there is time to look them over, though they are in the car/vehicle.
---Note that these writings won't be available until there has been a chance to read them---
---Note: Eerling doesn't write in complete sentences, more like fast notes. What will be posted here is more of a "what you might infer from his notes." Some concepts may not be correct, or may seem incomplete or contradictory---

Eerling also tends to note things with little stickman pictures.

There is quite a bit to post so likely updates/changes to this section. Consider all sections incomplete for now.

Sections:
1. Dalben Notes
2. Runes
3. Montana House Notes
4. Council Notes
5. So Em Ba
6. Misc
7. Kansas Town
8.
9. The Little Necro Book

Last Pages:
To give you an idea of what Eerling's notebook kind of looks like and how it needs a deciphering, the last pages he was writing on looks like this.
"Percival I swear if you stole this notebook and are reading it, you better reconsider, be prepared for a reality check


The next page looks like

Eerling's 3 Notebooks Unname11


Last edited by Keeper on Fri Jul 21, 2023 2:01 am; edited 6 times in total
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Keeper

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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:21 pm

1. Dalben Notes
Contains lots of little notes on Dalben. Most are unimportant.
Geography notes/maps
Cultural notes
—Point weapons to show recognition
—Don’t usually do sit down meals
—Clothing is typically robe/gown like
—Being muddy garners respect particularly in the mid to lower classes. Upper classes, though clean, see muddy as a sign of experience.
—Notes on the sign language used
Includes notes like the words for "give me" are the same as wanting to buy. If the item is not for sale you are possibly telling the person you are robbing them. Context is everything. You say "give me the bag" and they'll say "give me x amount of money."
—Notes on words and their pronunciation
—Habitants don’t seem to have “insides” like we people do
-- Illness is caused by actual physical creatures

—Clernics “a race of lizard people” are noted to think they are closet to “the they” and they seem to lack any real artisan skills but rather pray (beg) for things to be turned into what they need. …and it seems to work.

Towns/Villages/Areas

“Mudville”
Ra-pporta - Large city area
East Rapp-orta - Small farming Community
West Rapp-orta - small farming community
North Rapp-orta - small farming community

“Rulers”/Lords
Branndon (SP?)
Palandra

"Universities"
Ra-Pporta - Historical "school" museum
Ka-Nar-Nob - "Magic" school
Tort-This Mar - "Alchemy" school

Currency
Currency is handled as a copper/bronze looking discs with a hole in the center. Typically carried on a cinchable hoop string. However coins can be broken up into what is called "bits."


Last edited by Keeper on Mon Jul 31, 2023 2:39 am; edited 1 time in total
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Keeper

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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:22 pm

2. Runes
The notebook is a full of runes though there are very few explanations.
Among them are scattered bits about the "raw" runic system and how they are assembled into larger spells
There are also spells.
Create + Identifier = Creates a thing known as that identifier but the thing doesn’t really exist except as that identifier
Create + Identifier + Attributes
Create + Identifier + Properties
Create + Identifier + Description
Create + Identifier + Behavior

SPELLS
Note: The "Darkonof" spells, coupled with the other notes allow one to read through the spells and tell how such things are assembled. It is also possible to separate out bits of each one. IE: Darkonoff Tree enables one to also do things like Create Darkonoff Leaf, wood, bark, brown, etc. Though they seem to be lacking in attributes and properties so what exactly a "Darkonoff Leaf" is is not quite clear.

Create Darkonof Room
Create with unique identifier
Bind + Plane  
Creates a “room” of unspecified width and length with the appearance of stone walls and floor and ceiling.
“Stones” don’t seem to have any particular properties or attributes other than being “solid”

Create Darkonof Dirt - 2 Versions
Create Darkonof Tree
Create Darkonof Rock
Create Darkonof Water
Create Darkonof Sand
Create Darkonof Pillar
Create Darkonof "Solid thing"

The Darkonof spells are also interesting because they'd seem in places to show some mistakes.
One example is with "Dirt" there two versions. One would seem to end up summoning a single grain of dirt where, according to a crude picture, would summon what is maybe a shovel worth. (Again, it is hard to tell because Eerling's note isn't very detailed but shows a larger "squiggle" about as opposed to a single pronounced dot.)

Gateways:
One gateway spell is just labeled with a star. It gives no description.


Last edited by Keeper on Fri Jul 14, 2023 3:28 pm; edited 1 time in total
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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:23 pm

3. Montana House Notes
This section includes mostly door combinations and the results, though hardly all of them.
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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:23 pm

4. Council Notes
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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:24 pm

5. So Em Ba

The beginning of the So Em Ba “sorting” method is “The Pile”
There are 4 Piles.
Each Pile has 4 Exits.
Each Exit leads to 1 Waiting room
Each waiting room has 1 “Accountant”
Each waiting room has 3 doors.
1 Door leads to an “office”
1 Door leads to the next waiting room.
1 Door leads to ???? Where the dead are sent. (Nothing on what happens after that)
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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:25 pm

6. Misc
Names
There are several names scattered around in the corners and margins.

"Whiskey Red"

"Stinky"

"Mr. Holiday"

"Doris"

"Bellhop Diego"

"Plinko Bai"

"Hadi Collector"

"Filip Backhoe Guy"

"Used Vault Door Guy" has a British phone number beside it

There is a list of names of people that worked, presumable that he ran into, at the asylum.

There are several crossed out names that have military ranks alongside them.

There is a phone number with an "O" beside it.


Eerling’s Sword
Game Wise
1D8 (normal sword damage) +Damage Bonus +1 Per Previously done hits
(If sword has hit 8 times than the sword does 1d8+DB+ 8 )
Sword will “dry out” after roughly 1 month.
Sword can be willingly handed to someone without causing damage. (Person wielding sword must want to give it) If not the sword will prick the person picking it up causing 1 point of damage. If not dropped it causes 1 more. (Pricks count for +1 bonus)
Eerling notes at some point the sword seems to stick to people and has apparently from time to time thrown it at people where it sticks to them and continues to prick them over and over and over and they can’t peel it off.

Something called "The Coin" is mentioned
Says "Stops Time" " ??? "
Noted: Vaulted

"Glasses"
Performs some type of "reveal"
Noted: Missing

"Paperclip/Lapel Pin"
Causes wearer to write an unknown word over and over until removed.
Noted: Missing

"Matched Pistols"
Trades sight with people wielding them
Noted: Missing

"The Orb"
"Do not touch"
Noted: US

Alien Architect Statue
---Says nothing about it---
Noted: Vaulted

Beetle Shell
---Says Nothing about it---
Noted: Vaulted

"Alarm Clock"
---says nothing about it---
Noted: Vaulted

"Salamander Statue"
Noted: Vaulted

"Fragments"
Noted: Vaulted/ Some stolen/missing

"Beacon"
Noted: US Storage Facility

"Washing Machine"
Noted: US Storage Facility

"Wishing Stone"
Noted: Lost/Russia

"Dryer"
Noted: Missing

"Betz (Metal) Sphere"
Noted: US Storage Facility

"The Wheel"
Noted: US Storage Facility

The Christian Collection
Splinters
Thorn Crown
Spear Tip
Cloth Pieces
The Cup
"Noah" Sword/dagger  
Noted: Possession of HC


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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:25 pm

7. Kansas Town
The only way to get to the town is to:
Pick up the hitchhiking girl
Stop at the abandoned gas station between 5 to 6pm and ask for direction. The directions always seem to vary a bit.

If you pick up the hitchhiker, she will leave at some point between the gas station and the deputy.

On the outskirts of the town there will be a deputy car parked on the side of the road. There may also be another car that belongs to a detective from NY. If he is not there, he will arrive shortly afterwards.

In the farm field beside the road they will be with a neighbor and will pull a body from the well.
There is only one place to really stay in town, a rented room, and if the detective beats you to town he will already have rented it.

If you beat him to town and rent it, he will sleep in his car, and eventually be found in dead in the well.

If you sleep in your car, the sheriff will come.
Everything seems to end up in a fight with him, and/or him putting out an APB. The alert is very real and will span into the "real" world. If he is killed before he can put out the alert, the deputy will.

The detective has to within several days encounter another neighbor in the woods near the farm.

If you talk to the oldest neighbor near the farm you end up possibly moving into a memory she has.
If the detective talks to her, he eventually "solves" the case and has the original body found in the well buried.

Interfering with the detective seems to always result in him either climbing into the well and dying, or hanging himself in the room for rent. It seems to depend on how far along in the case he is.

There is an old priest at the church with one eye.
If you confront him
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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:31 pm

8. Basileus Machine

This contains notes on the arrangements/configurations of the boxes used in the Basileus machine in Russia.

1. Knowledge
2. Praise
3. Memory
4.
5.
6.
7. Realm
8. Realm
9. Realm
10. Realm


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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyFri Jul 14, 2023 3:48 pm

9. Necro Booklet

Spells Eerling did not mention:

Summon Necro Warrior
The note suggests he was told this works but the "warrior" does not seem to do anything but stand like a statue.

Ritual "Resurrection"
This loosely details more of a ritualistic spell.
Eerling's note suggests it doesn't work but sure does stink.
it seems to involve using a large stone sarcophagus and filling it with a "mush of death." Exactly what Eerling means by that doesn't say. It suggests after a week of chanting (and chanting seems to actually be spinning Necro prayer wheels) "a thing will come back to life/s." Eerling seems to have written a sarcastic "yea maggots" beside it.

There are some incomplete sketches (which would actually flesh out missing bits from the Necro book) on constructing Necro buildings.
These include: Core, Obelisk, Core 2, Summoning Stone, Alter, Pylon/Sentry
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PostSubject: Re: Eerling's 3 Notebooks   Eerling's 3 Notebooks EmptyMon Jul 17, 2023 10:42 am

10. Spells
There are some scattered "spells" on various pages that he didn't already show you.

"Dalben Fire Staff"
This is not a spell but more of a breakdown of how Eerling thought the Dalben used a staff that shot fire.
It suggests large bonfires and/or cauldrons were used in the background, and then the staff itself was engraved to summon that fire, and with some physics manipulation, caused it to "fly."
Eerling seems to have mostly broken it down not to recreate it but to understand it's component parts and seems to conclude it could be used for nearly anything put into these cauldrons.

Eerling's notes seem to suggest that in its most simple form, this is how, or partly how, Polk would perform his "cups and balls" routine, with having replaced the staff for a cup.

Portals:
To “Safe Box” room
To “The Bowl”
To “Witch’s Woods”
To “The Colony” aka “Mr. Owl’s”
To "Library" - This portal seems to allow someone to enter "the library" though Eerling has marked it with an X which seems to be his "do not use" or "doesn't work" mark.

Summon Librarian - This appears to be a less complicated version of Polk's Librarian spell. Less complicated in that it only uses the runes required, where as Polk's version was being done by only empowering certain runes on a large circle meant to be able to do other spells as well. (IE: This would be only the "active" parts required.)

Pass Through: Opens a short portal and allows to be passed through to whatever is on the other side. In reality this spell doesn’t seem to actually work but goes to a place he calls “The Room.”

Unlabeled - One gateway spell is just labeled with a star. It gives no description.

To: Nosfender's Palace
To: Hazmital's Palace - Has placed an X on this one
To: Kor-Ma-Ka's Palace - Has placed an X on this one

Summon Devouring Thing AKA "Eaty Thing"
There are enough notes to deduce this summons something associated with Kor-Ma-Ka and is often mistaken for KorMaKa but is not. It summons something that will devour an entire "room" and everything in it but everything then seems to return after it is done. It is noted that this will "kill" anyone in the area but they will wake up later having experienced all the pain and suffering of having been devoured.

Summon Screamer
Notes are sparse and the summoning is done without any sort protections. Seems to summon something that will eventually scream, and then it goes away.

Summon Dead
Eerling has a rather tricky and convoluted spell for summoning the dead.
The spell is essentially in two parts.
Part 1: Summons the "holder/librarian of the book of the dead." Notes suggest you converse with the holder and they will check "the book." The holder can be told descriptions, places, dates, times, and how, the death occurred. The holder can then confirm if the person is dead and if you may be able to get their true name.
Part 2: Summons the person from their true name.
Additional Notes: Does not seem to work if:
Book Holder Portion

The person's death is too recent
If they are have not been sorted/processed yet
If holder is in a bad mood
If the person is "somewhere else" - May take longer
If the person's "soul" was destroyed
Summoning Portion Failure
If the person is "somewhere else"
If the person's "soul" was destroyed
If they moved into the sands
If they are in a state of which they can not summon.
Notes describe this as possibly: "soul lumps," caged in a way as to not allow it, in certain hells such as HazMitAls. Is a thing without a "soul."

Summon Stone/Pillar
There are a series of very similar summoning spells, their names only vary by some sort of designation. The spells themselves seem to be a hybrid in some cases of a portal spell. (IE: some of the spells would apparently leave behind an open portal for a brief period of time.)
Example: Pillar B2, Pillar D9, Pillar H3, Stone M2.
"Reading" the spell itself the designated thing is sometimes given using what looks like necro coordinates, and other times with odd names.
Example: Summon Pillar N12 reads as "Holly Franchise" stone
Summon Pillar N27 reads as "Hi Dinky" stone
Summon Pillar stone N19 reads as "Hope U R Outside"
Summon Pillar stone N909 reads as "If you can read this it is ur fault"
Summon Stone NA4 reads as "Eerling the Great."
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