Säid

"Oh, don't think me heartless, it's shriveled to the size of a walnut but I still have it rattling around in there somewhere."

- Säid

Säid is a character in The Secret World, a mummy "living" in modern day Egypt just outside of Cairo. Säid is a contact for players once they reach Egypt. In addition to being a brief information source and having some missions as a normal zone contact, Säid is also instrumental in the Issue 6 mission pack, Last Train to Cairo.

The Kingdom
The Kingdom is one of several secret societies in The Secret World but not one of The Big Three, Templars, The Illuminati, The Dragon, which the player can choose to work for. The Kingdom tend to keep to Egypt but they still have ins with The Council of Venice, the central regulator and treaty holder of the other Societies. The Kingdom are mummies of ancient Egyptian aristocrats, none of them phraohs, but rather high-end nobles and wealthy merchants who paid to have themselves given the same rites as pharohs and high-priests to be assured a properous after-life. Like the rest of the Kingdom, Säid woke from his tomb several thousand years after being buried to find that they after-life he would have was not the one he expected. He rose as an undead mummy, a creature out of time in the modern era. He was reached out to by the Kingdom, of other risen mummies who found them selves in the same situation for the rites preformed upon them, which were not mere prayers but necromantic spells meant to allow them to rise one-day. Säid joined his brethren, for as all had paid their way for a prosperous after-life, they were all like-minded, for in the end the disconcertion of winding up in a new time or not having the afterlife they expected was no match for the shear amount of wealth they could make in the land of the living.

The Kingdom sell ancient artifacts, many are the ones they were buried with, but they also plunder other tombs of regular non-undead mummies. The money one member can make just from a handful of well preserved third dynasty coins can be sold for exobatant amounts to museums and the Kingdom are happy to give modern professors something to study and preserve for the massive wealth they can build off of it. Because of all this, the Kingdom consider Egypt and antique land and themselves it's curators.Aside from ancient relics or coin, The Kingdom have put their investments together to function as modern smugglers, everything from hard to get foods, to banned music to weapon shipments, everything wanted but hard to aquire through legal channels, The Kingdom deals with. A few members, Säid included, have brushed up on their magical skills to activate the various magical artifacts they deal in and have picked up magic as a simple business skill.

Ancient Gods and Ages passed
Previous ages now lost to history had humans on such an advanced technoglical level that their science was like unto divine power and residents of those ages lived to be very, very old, these are the gods of the old-world, mere humans but of a evolutionary level so preposterous it is now like unto myth and legend. There have been four recorded ages so far, three previous apocalypse's to wash the slate clean before humanity starts over again.Little is known about great details of the previous ages but most of the various ancient gods were of the third age when they developed magical items and artifacts in mass-production as works of technology. Second and first age devices are almost never found but third-age technology, while rare has appeared through-out the game. Säid has dealt with third-Age technology and recently closed a deal for a Class-One piece of third-age technology. He has come to regret selling it and associating with the buyers and wishes to make right his involvment in it.

Black Sun, Red Sand
Säid is encountered as a contact in the main story-line once the player visits Egypt. investigation of Tanis, a member of the mercenary Society known as the Phoenicians. Tanis is being pressured by a local client of hers called Berihun who was working with the Cult of Aten, the main adversaries of the chapter. Tanis is being made to acquire more materials for The Atenists than she agreed to and as such is desperate to keep the contract with them as clients since she would almost certainly be killed if she lost them as clients, if not by the cultists then by the Phoenicians for failing to uphold the work contract. In desperation Tanis threatens to shoot Säid if he does not help her, unfazed by the death threats against an undead being Säid tells her "You made your sarcophagus now lie in it." and simply walks off, He is later approached by Berihun himself. while Berihun is far more intimidating to Säid, he makes certain that the conversation is incriminates Berihun and the player can overhear his plans having to do with the Cult of Aten, allowing the player to move on to the Cult's most sensitive project, the revival of founder, Akhenaten the Black Pharaoh.

Banishing the Abeh
From the point of Black Sun, Red Sand onward in the main story-line, Säid is no longer an essential part of event, he does however have a couple of tasks he would like done and appears as a normal contact for all factions. Säid has a standing arrangement with the Illuminati in particular but will deal with anyone who can make themselves useful to him. There is a local locust god, Säid stresses "Not a capital G-God" but a nuisance none-the-same. The Abeh is hold up just outside of two in a tourist trap built in the style of an old temple of the Aten. Säid first wishes sends the player to a small tomb he knows of with an exorcist artifact that can depower the Abeh, Upon recovering it Säid directs the player to the temple and shows them how to use it. The arrangement is a win-win situation, the Society keeps the area secure of one of the numerous returning ancient horrors and Säid can continue to conduct business in the area without needing to worry about a crossing paths with a belligerent minor deity. The Abeh is hold-up in the Tourist Temple, the locals and tourist have been converted to followers of the Abeh and killed all local non-believers converting the area into a make-shift palace for the Abeh. The Abeh is protected by two wards, the outer one which is keeps outsiders out by four elemental priests, and an inner ward that makes Abeh invulnerable through the focused prayers of it's followers. Upon getting inside the player needs to use Säid's artifact the Abeh once for each follower charging it. Upon being attacked the Abeh transforms each follower into a giant locust and has them attack the player. Once all the followers have been transformed and killed the Abeh becomes vulnerable and may be killed.

The mission servers as a good way for the player's faction to procure Säid's services for them in the area and spreads their influence through the Kingdom, solidifying the region. Unlike the Phoenicians, all of the playable factions are far more credible and less inherently violent than the cult of Aten, so Säid is more than willing to take them on as new high-end clients, dropping his old ones in the area.