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Jerehal's Clone Farm

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Jem
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Factor
Joined: 2006-05-10
Jerehal's Clone Farm

Operating out of a clinically austere bungalow behind walls and a courtyard in the Lower Ward, Jerehal's Clone Farm has two purposes: farming and life insurance.

The life insurance business is literal. Jerehal is a wizard who retired from adventuring after being killed a couple of times, saved by his clone spell. Since he already had the laboratory equipment to act as a focus for the spell, he set up shop providing clones for adventurers.

For 1250gp, Jerehal will take the slice of flesh from a customer and clone it. He has become skilled at cutting out a long, shallow piece from a limb, doing only 1d4 damage, and wil cast a Light of Venya spell to cure even that. The clone will be started immediately, and will be ready for use in 2d4 months should the adventurer die in the meantime. He will keep the clone ready for up to a year after the flesh was donated; each year after that, another 250gp will cover his materials and profit margin to keep the clone ready for another year.

The house where Jerehal lives and works upstairs is just the front of the operation. Immediately below ground is the lab where Jerehal starts the growth process, and Jerehal own the rights to several chambers of vaults to either side. In one wing are growing clones; in the other, vats where bodies are unceremoniously stacked four deep in preservative, nutritious liquids. Jerehal's vats contain the bodies of some of the best-known soldiers of fortune in Sigil, and no few high-level Athar, so his expenses include some reasonably skilled guards and magical protections.

In addition to the clone farming, Jerehal will knock 500gp off of the original price if the customer is willing to let a second piece be taken and sold to man-eaters who wish to obtain consensual nutrients legally, wizards that need organs of intelligent creatures, or beings which need man-flesh for one or another reason. This will also suffice to waive the yearly maintenance fee. His sales from these bodies are quite enough to cover the difference, and if one of his life insurance customers should happen to abandon his property or no longer require a clone, he makes pure profit. He can also be paid to clone particular species, genders, or other specific "donors", and he can be quite persuasive when convincing a desirable target to donate in exchange for a small remuneration.

Jerehal will take pieces of flesh that are brought by friends, although he'll attempt to verify the source. However, it's widely suspected that more than one clone has been grown without its true owner's knowledge.

sciborg2's picture
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Factol
Joined: 2005-07-26
Re: Jerehal's Clone Farm

Wow. Never thought about Sigil's clone industry but it seems obvious now.

One could even see Sensates funding planar explorations deep into the high danger areas of the Multiverse, where a cosmonaut can eject her soul out of a particular body and into a clone - at which she transcribes her adventures into a sensory stone.

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Jem
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Joined: 2006-05-10
Re: Jerehal's Clone Farm

It does seem that wizards with the clone spell willing to invest capital in the focus equipment could make a pretty profitable business off of adventurers. Of course, by the time you can cast clone, you're a pretty serious wizard, so maybe most of them have better things to do with their time.

As for exploring and ejecting to clones, remember that the clone spell loses you a level, so that would be a pretty expensive "eject." Maybe if they were prepared to recompense level 1 characters with 2 permanent points of unnamed Constitution bonus, or had some way of "healing mental death trauma" to give an explorer back the level they had lost, they could get volunteers.

Some sort of construct that can accept an interplanar telepathic link for sensory information and commands would seem more useful. Of course, that sort of thing could put a damper on the adventurer economy!

sciborg2's picture
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Factol
Joined: 2005-07-26
Re: Jerehal's Clone Farm

I forgot about the level loss - I can still see a wealthy group compensating for this, and likely adventurers only do this type of dangerous cosmonaut work once every few years or so...though likely this type of work wouldn't appeal to PCs.

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Kobold Avenger's picture
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factotums
Joined: 2005-11-18
Re: Jerehal's Clone Farm

You know the clone spell requires an amount of flesh from the one being cloned equivalent to at least a finger or 2, which if I remember needed to be cut off.

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