BACK to COTW archive index


Odin's Horse Part 4: Paradise


This week's first COTW is the fourth part of a five-part series of characters for "GURPS Steampunk". The five characters all revolve around the search for a fabled artifact called Odin's Horse...


ODIN'S HORSE, PART 4: PARADISE

"I have seen starry archipelagoes! and islands
whose raving skies are opened to the voyager:
Is it in these bottomless night that you sleep, in exile,
A million golden birds, O future Vigor?"
           - 'Le Bateau ivre', 1871 (A. Rimbaud)

"Complete identification by analogy is never achieved; by
definition, the analogy can never be complete. So, analogy
remains open to the interplay of consequences and changing
relationships brought about by the introduction of additional
experimental or conceptual information into the concrete whole.
The dynamic process of analogy therefore has a legitimate place
within any dialectic process."
           - 'The Science of Symbols, Ch. 4' (R. Alleau)


Roland Mannheim; trader and explorer in search of Paradise

(c) copyright 2000 andi jones

Total Points: 150 Points

Age 60; 6'1"; 195 pounds; a quiet, grizzled old man - with a sea-weathered face and striking white hair, neatly dressed and smoking a pipe - who seems quite robust for his age.

ST 10  [-] - thrust 1d-2, swing 1d
DX 11 [10] - basic speed 6, move 6, dodge 6
             parry (shortsword) 6
IQ 13 [30] - senses 14
HT 13 [30]
WL 13  [-] - fright check 15*
 *includes +2 from Composed

ADVANTAGES: Alertness +1 [5]; Composed [5]; Disease-Resistant [5]; Fit [5]; Language Talent +1 [2]; Patron (Order of Reason, 10-) [10].

DISADVANTAGES: Compulsive Behaviour (Pipe Smoking) [-5]; Duty (to Order of Reason, 9-) [-5]; Loner [-5]; Obsession (Find Odin's Horse) [-10]; Odious Personal Habit (Brooding) [-5].

QUIRKS: Undiscriminating; Conceals his lack of university education with an erudite manner; Has vowed to "take Billy Morgan out of the game"; Uses elaborate analogies in conversation; Fascinated by the sea as a metaphor for life (and many other things). [-5]

SKILLS: Administration-10* [0]; Airshipman/TL(5+1)-11 [1]; Animal Handling-11 [1]; Anthropology-11 [1]; Archaeology-12 [2]; Area Knowledge (East Africa)-12 [.5]; Area Knowledge (North Atlantic)-12 [.5]; Area Knowledge (South Pacific)-12 [.5]; Black Powder Weapon/TL5 (Caplock Rifle)-14** [2]; Boating-13 [8]; Boxing-9 [.5]; Chess-13 [1]; Climbing-9 [.5]; Conspiracy Theory-10 [1]; First Aid/TL5-12 [.5]; Fishing-12 [.5]; Guns/TL5 (Pistol)-12** [.5]; Guns/TL5 (Rifle)-15**@ [3.5]; Hard-Hat Diving/TL(5+1)-13 [2]; Hidden Lore (Sea Tales)-13 [2]; Hiking-13*** [1]; History-11 [1]; History (Esoteric)-11 [1]; Knife-11 [1]; Leadership-13 [2]; Literature-11 [1]; Merchant-13 [2]; Meteorology/TL5-12 [1]; Naturalist-15 [8]; Navigation/TL5-16# [8]; Occultism-11 [.5]; Orienteering-14## [0]; Packing-11 [.5]; Paleontology-10 [.5]; Philosophy (Naturalism)-12 [2]; Philosophy (Utopian Socialism)-14 [6]; Powerboat/TL(5+1)-10### [0]; Research-12 [1]; Riding (Horse)-11 [2]; Seamanship/TL(5+1)-14 [2]; Shiphandling/TL(5+1)-16 [10]; Shortsword-13 [4]; Surveying/TL5-11 [.5]; Survival (Plains)-14@@ [3]; Swimming-12 [2]; Tracking-10@@@ [0].
 *default from Merchant
 **includes +2 from IQ
 ***includes +1 from Fit
 #bought from default from Seamanship
 ##default from Navigation
 ###default from Boating
 @bought from default from Black Power Weapons (Caplock Rifle)
 @@bought from default from Naturalist
 @@@default from Naturalist

LANGUAGES: German (native)-15* [1]; English-12* [.5]; French-12* [.5]; Portuguese-12* [.5]; Swahili-12* [.5]; Trade Arabic-12* [.5]; Somali-12* [.5]; Indonesian-12* [.5].
 *includes +1 from Language Talent

EQUIPMENT

Roland Mannheim never goes anywhere unprepared. The equipment he carries, however, will vary considerably given the wide range of terrains and locales he may be exploring. Some items he almost always has with him are an ornate silver pocket-watch, a pipe and pouch of tobacco, a small utility knife and a "lucky coin" (probably gold) dating from 1815 (the year of his birth). For melee, Mannheim is usually armed with a large knife (1d-1 imp, 1d-1 cut), a machete (uses shortsword skill, 1d-3 cr, 1d+2 cut) and possibly an exotic foreign shortsword such as a Bolo, Katar or Pedang (see pp.Cii30-31) picked up on his travels. Mannheim's bladed weapons are of Fine quality (reflected in the above damages) whenever possible. Mannheim is also an experienced shooter. As a younger man, he learned to fire a caplock rifle, and probably had some experience firing flintlock and caplock pistols and smoothbore guns from the 1830s through the 1850s. But as of the mid 1860s - thanks in part to his contacts in the Order of Reason - Mannheim has used an unusual brand of revolver produced for the Confederacy during the American Civil War. The invention of New Orleans doctor Jean Le Mat, the Le Mat revolver was a .40 caliber gun that featured a nine-chambered cylinder, a spurred trigger-guard to improve grip, and a single-shot 18-gauge smoothbore barrel (typically loaded with buckshot) mounted immediately below the main barrel. The revolver was single-action, meaning the hammer had to be cocked manually for each shot. In the case of the Le Mat, the one trigger fired both barrels; the tip of the hammer was rotated to strike the percussion cap of the lower barrel. (Alternating from one barrel to the other was achieved by a quick flick of a lever on the hammer nose; this should probably require a Ready manoeuver, but could conceivably be done as a Free Action by an experienced shooter.) Later variants of the revolver were made in .35 caliber (for the Confederate Navy) and .44 caliber (for guards in French penal colonies). Also, the Le Mat design was made as a carbine; it was a .42 caliber nine-chambered revolver, with the same 18-gauge lower barrel. First patented in 1856, the early Le Mat pistols and carbines were fixed-cylinder percussion revolvers, but after the Civil War most were equipped to fire the new centerfire metallic cartridges. In 1875, Roland Mannheim uses the newest models of both the Le Mat .40 pistol and the .42 carbine; his are Fine (Reliable) and Fine (Decorated). The following stats are Mannheim's guns; their Fine quality has been taken into account, and the numbers after the slash are for the underbarrel 18-gauge shotgun (firing shot):

.40 Le Mat revolver:

Malf Crit (Ver), Dam 2d-1+/3d-1, SS 11, Acc 3, 1/2D 140/15, Max 1,550/80, Wt 3.8 lbs, AWt .3 lbs, RoF 1/1, Shots 9/1, ST 10, Rcl -1, Holdout -1, Cost $750.

.42 Le Mat carbine:

Malf Crit (Ver), Dam 3d+/3d, SS 15, Acc 8, 1/2D 300/40, Max 2,100/170, Wt 8.3 lbs, AWt .8 lbs, RoF 1/1, Shots 9/1, ST 10, Rcl -2, Holdout -6, Cost $3,750.

(Thanks to Hans-Christian Vortisch for the Armourer Archives format.)

Beyond firearms and personal weapons, Mannheim's heavy gear is up to the GM. The Order of Reason has access to state-of-the-art stuff, so Mannheim will have a good ship, and could be encountered with TL(5+1) ships, zeppelins, even submarines or diving gear. Although not a technical man himself, Mannheim has, in the past few years, developed a deep appreciation for well-made machines, especially ones with character (such as his Le Mat firearms).

BIOGRAPHY

Roland Mannheim was born in the port city of Hamburg in 1815, the very same day that the treaty of the Congress of Vienna was officially signed, marking the birth of the German Confederation. From the time he was a very young boy, his father told him his birth on that day had been auspicious, but it would be many years before it meant anything to Roland. His father was an auctioneer for one of Hamburg's trading companies, and young Roland was very soon swept up in the romance of the sea, of travel, and of exploration. He was sent to Realschule - a school for "real" pursuits - even though it cost his family money. His education consisted of a variety of liberal arts, as well as a Jahn-inspired curriculum of physical exercise that helped Roland grow into a fit and robust young man. He studied hard, read well and prepared for a job with the same trading company that employed his father; he couldn't wait to go to sea.

By the time he was 20, he was an assistant clerk on a trading steamer that travelled between Hamburg and ports in the Mediterranean, as well as both coasts of Africa, and even the South Pacific. For the next several years, Roland worked hard at his job, saw promotion, and fell in love with the life he led. He was a diligent reader, and taught himself much history, literature and philosophy, as well as foreign languages. He impressed his superiors, and it was clear he had a bright future on the ocean.

In the spring of 1842, Roland visited his family in Hamburg for the first time in several years, having been at sea almost constantly since finishing school. He was quite looking forward to the visit, and had even spent considerable time pondering what "home" was truly about; he had lived on the sea, but was home still in Hamburg? Or a cold, metal bunk in the hold of a ship? The first night in his old bed under his mother and father's roof assured him that home was, indeed, still in Hamburg. At least, it would be until that very night. Roland awoke with a start with someone in his room, standing over his bed. There was smoke everywhere, and he was hauled from his bed by three men wearing scarves over their faces. They told him, "We're here to help you out", and that "if you're not careful, they'll kill you". Stunned and in shock, Roland was escorted out of his family home, and could see that much of the city was burning. The roads were blocked, so they took him to the water, where they safely rowed out into the harbor. Coming to his senses, Roland watched Hamburg burn until dawn, when he and his three mysterious companions - who hadn't said another word - were picked up by a larger vessel, a fabulous steamship. The fire in Hamburg raged for three days, and an entire third of the city was in ashes when it was finally extinguished. Among the victims were Roland's family, and the company for whom he worked. Directionless, he asked his still-silent benefactors what he was supposed to do next. He was given a generous bankroll, and a note that read only one word: "Explore".

In the more than thirty years since then, Roland Mannheim has explored the world. His travels have included the northern reaches of the Norwegian Sea and the perilous Arctic waters, the islands of the South Pacific, and most extensively the East Coast of Africa, and Arabia. He has explored both land and sea, under the sea in astonishing sub-oceanic vessels, and even the air in modern zeppelins. Ultimately, Mannheim came to know that his benefactors are a "secret society" of influential individuals - whose real identifies are, of course, kept secret - from many different countries; Mannheim knows them as the Order of Reason, though he is meant to understand they have some connection to the Freemasons. Their ideology is unclear, as they have never asked Mannheim to abide by any particular credo. Nor have they ever objected to his actions or beliefs. And this has made Mannheim a bit curious, since his beliefs - indeed, the very foundation of his life - evolved a great deal those first few years at sea after the Great Fire. Mannheim continued to read voraciously, but was reading more esoteric material. Over time, he assembled a personal system of belief that was an admixture of hermetic thought, utopian ideals and a philosophy that centered on the idea that the Golden Age of mythology was not in our distant past, but was in fact our future. Mannheim was intrigued by the hermetic tradition of analogy as a means of exploring the metaphysical world. Of particular interest was the sea, and the currents that made the sea a model of time, and of the Ages of Man. Mannheim began to see that the flow of time was no different than the flow of the current - there was no direction, only movement. (One of Mannheim's biggest philosophical influences is Charles Francois Marie Fourier, a Utopian Socialist with a fanatical love for analogies. Mannheim has embraced this fondness, and spends a great deal of time thinking of ways to push the limits of his experiences through philosophical analogy.)

Finally, in the late 1860s, Mannheim became aware of Odin's Horse, a fabled artifact which, like the Holy Grail, was the target of many men's quests. Suddenly, three decades of exploration - both literal, and philosophical - all made sense. The little details that had always made an impression but had lacked meaning, now seemed to fit. The bits of archaeology, anthropology, history, geography... they all began to congeal into Odin's Horse. Mannheim became convinced that he could find it, and that it was the Golden Age, or the means to bring about its return. It was the Islands of the Blessed that so many old sailors' tales spoke of. It was Tir na Nog, it was Paradise. Recently, on a trip to Norway, one of the local men pointed out that Mannheim was an alternate name for Midgard in the Norse myths, and that his name means "man home". Stunned that it had never occurred to him before, Mannheim realised that he had never been back to Hamburg since the Great Fire, and that it was because it had ceased to be Home. His quest for Odin's Horse was a search for paradise, for the opportunity to make a new Home. That it was his destiny to found that Home, and finally - after nearly sixty years - he understood his father's comments about the auspices of his birth on that day in 1815...

ENCOUNTERED

Even at the age of 60, Roland Mannheim is an impressive man. He's tall and striking, with hair that has gone snow-white in sharp contrast to his tanned and weathered skin. Usually dressed in boots, khakis and an open-collared shirt, he is steady and firm, although his movements are slow and measured. And he's almost always smoking a pipe, or at least holding an unlit pipe clenched in his teeth; his favourite tobacco blend is cherry.

The most noticeable aspect of Mannheim's character, beyond physical appearance, is that he is quiet and pensive, even when circumstances are festive or cheery. He is not depressive, nor necessarily worried or anxious - it's just that he's always thinking, and thinking hard. Most people who get to know him take the brooding as a sign that all is well; they'd be more worried if Roland wasn't nearly lost in thought. Even so, for people meeting him for the first time, it can be somewhat distracting. His brooding can be taken as indifference, or even unfriendliness, but that is genuinely not the case. Roland Mannheim may be aloof, but he's hardly disinterested in the world around him.

Mannheim's years of travel and exploration, combined with his embrace of hermetic philosophies and pseudo-socialist Utopian convictions, has left him in a curious state. On the one hand, he's hardly a philanthropist; in his years as a trader and explorer, he's contributed to Europe's exploitation of numerous cultures and peoples, and never thought much about it. But at the same time, he is often blind to the ethnic or cultural differences between people from one place or another. To Mannheim, people are people, and in his Golden Age one man will be distinguished from another only by his beliefs, and not be externalised physical or cultural traits. This attitude is evident in his dealings with others; Mannheim doesn't look down on anyone because of their race, nor does he judge a culture based on German or European criteria. The typical biases and prejudices of the day are strangely absent in Mannheim, despite the fact that he isn't necessarily an especially good man. In essence, he treats everyone equally; all people - whether they're helped, exploited or ignored, whatever their treatment - are met on equal terms...

ODIN'S HORSE

Odin's Horse is the Ultimate Mystery. Like the fabled Holy Grail, it is said to be an ancient artifact, a physical object or treasure of unimaginable power and value. At the same time, it is said to express an ideal, a symbol for an abstract concept or state of being. In the same way that the alchemists' Gold was both a priceless metal and an elevated spiritual state, so too is Odin's Horse. The name is a reference to the World Tree of Norse mythology, Yggdrasil - the name means "Ygg's Horse", and refers to Odin in his incarnation as the Destroyer. Odin had many names, and personified a diverse array of characteristics: he was the violent force of nature's wrath; he hanged himself on the Tree to secure the Mead of Poetry; he used magic and the spirits of the slain to influence battle; he gouged out his own eye in exchange for wisdom; and he used sex and guile to confuse and deceive his enemies. He was mercurial, dangerous and untrustworthy.

To Roland Mannheim, Odin's Horse is - either literally, or at least symbolically - the Mead of Poetry that Odin returned to his people by stealing from the Giants, using the magic he secured by hanging himself for nine days on the tree Yggdrasil. Through that sacrifice, and his ensuing actions, Odin preserved the gifts of Poetry and Wisdom and extends the Golden Age of the Aesir. In whatever form it takes, that is Odin's Horse, according to Roland Mannheim. He isn't sure what it is, whether it's literally an edible or ingestible draught of some kind with supernatural properties, or whether it's an ancient library or archive that has preserved the wisdom of the Golden Age in some more literal (i.e., written) form. Given his gift for analogy, Mannheim himself knows it could be either or both, or something else entirely; the form it takes is not important, only that it exists. And it is up to the GM, of course, what form Odin's Horse takes, if it is ever found. (It's worth noting, with some irony, that of all his rivals, Roland Mannheim's agenda is most similar to that of William Morgan Crosse, the one man Mannheim hates enough to kill. Ultimately, they seek similar endings, and it has occurred to Mannheim - perhaps only on an unconscious level - that his dislike for Crosse is for just that reason, that he's taking it personally that Crosse wants the same thing he wants. Related to this is another noteworthy irony; of the people seeking Odin's Horse, Roland Mannheim is one of the more magnanimous. And yet, in the mythic poems in which Odin rescues the Mead from the Giants, he does it in the alternate identity of Bolverk, which means "evil doer"; this is Odin as God of War, pitting man on man, using violence and deceit to secure his prize. No doubt, when Mannheim is in his cabin brooding, he is often thinking on this very thing, wondering if he can accomplish his goals in peaceable ways, or whether - like Odin - he'll need to adopt more aggressive tactics...)

WHAT HE KNOWS

William Morgan Crosse: Roland Mannheim first met Crosse in the early 1870s, in a visit to British Somaliland, where each of them was tracking down the same leads pertaining to Odin's Horse. They shared an awkward drink in a cantina run by Ethiopian smugglers, and Crosse's condescending upper-crust tone and almost foppish demeanour rubbed Mannheim the wrong way. In the time since, Mannheim has learned much about his wealthy American rival, and dislikes him intensely. (He refers to him as "Billy Morgan", an informality that would greatly irk Crosse, who wouldn't be caught dead using the diminutive form of his name.) Recently, Mannheim's antipathy for Crosse has been deepened by evidence that he is close to finding Odin's Horse (or, at least, potentially closer than Mannheim is), and so Mannheim has made the decision to kill him. Presently, he has no specific plan or timetable, nor a method chosen, but he is pursuing it.

Brad Guffey: Mannheim's contacts in the Order of Reason have made him aware of the Iconoclast, and of Brad Guffey's quest for Odin's Horse. But Mannheim doesn't believe Guffey can find the Horse as long as he's hunkered down in New York, no matter how good his research is. So for now, Mannheim is watching Guffey, evaluating his philosophical stand on the issues, and waiting until he leaves the city. When (or if) Guffey ever starts moving, Mannheim will switch to a much more active agenda; at the very least, Mannheim would take that opportunity to inform the Martial Development Office or their erstwhile inventor's whereabouts. Mannheim's opinion of Guffey is neutral; he vehemently disagrees with Guffey's apocalyptic catastrophist beliefs, but that doesn't colour his personal feelings about him. Mannheim no doubt appreciates Guffey's technical savvy, and thinks it's a shame he is no longer designing.

Madeline Angela Rose: Roland Mannheim has few friends or contacts in Britain, and has spent much time travelling in the past few years, so he is rather uninformed about the Black Rose scandal that is causing such a stir there. He has heard of it, but doesn't know any of the details, has no knowledge of Madeline Angelica Rose, and is completely unaware of the connection to Odin's Horse. (Of course, it's possible - if not likely - that the Order of Reason knows all about the Black Rose, and it's anyone's guess why they haven't made Mannheim aware of it...)

Amanda Young: When Roland Mannheim met William Morgan Crosse in Somaliland, Ms. Young was not travelling with him, and so Mannheim has not known the (potential) pleasure of her company. He does know that she and Crosse are partners, and that she is surely in as deep - with regards to the search for Odin's Horse - as Crosse himself. He is aware of her reputation for charm, and would like to think he wouldn't fall for it. Overall, he regards her as a potential danger, and one to watch. But he thinks Crosse is the more dangerous of the pair, on account of his wealth and resources (which, absent Billy Morgan, Young would lack). On a personal level, Mannheim doesn't dislike Amanda Young nearly to the degree that he dislikes Crosse. She is somewhat tainted purely by association, but nothing about her background or seedy occupation particularly bothers Mannheim. His own middle-class background and his extensive experience outside European cultures have made him more accommodating of that kind of thing.

CANONICALITY

Roland Mannheim was based on the Explorer template (pp.STM35-36) from "GURPS Steampunk". In all respects, he conforms to the standard GURPS rules (including those for divergent Tech Levels, p.STM9).

WHAT IF?

The characters designed around the Odin's Horse adventure seed are intended for a semi-realistic steampunk setting set in about 1875. The characters' advantages and skills assume an alternate history in which technology has diverged from baseline TL5, and that some technologies are maturing at a faster rate, but which does not include the more fabulous "weird science" the genre supports. The setting also assumes a certain degree of conspiracy, mystery and "invisible history". In this setting, the occult is the study of the hidden, and need not pertain to anything more supernatural than the mysticism genuinely associated with certain religions and philosophies. But the very idea of Odin's Horse allows this to be scaled back or forward in any direction.

Historical Steampunk: The 19th century European and American cultures saw their share of esoteric philosophies intermingling with radical shifts in political, social and scientific thought. It was a time of unrivalled advances in science, but which also took seriously such ideas as the Hollow Earth and luminiferous ether; the line between science, pseudo-science and mysticism was often blurred. In a steampunk setting with a more realistic approach to technology, Odin's Horse need not be a literal artifact, and remains a potent symbol. Quite possibly, the people searching for it accept that it is an abstract treasure, characterised as an allegory. Perhaps it is a codex saved from the Library at Alexandria, or a lost scroll from ancient Judea, or a copy of the Popul Vuh pre-dating the Spanish Conquest. In a campaign stressing realism, the only changes that would be needed for Roland Mannheim are his various heavy-gear skills, some of which assume cutting-edge TL(5+1) steam-vessels that didn't really exist in the 1870s; these would include Hard-Hat Diving, Powerboat, Seamanship and Shiphandling, all of which could be normal TL5 skills. And if zeppelins aren't in vogue in the campaign, the Airshipman skill is totally unnecessary.

Cinematic Steampunk: If the Hollow Earth is a reality, and weird science just a matter of the right tools and a little elbow-grease, the possibilities for Odin's Horse are unlimited. Perhaps it's an alien artifact, lying dormant beneath the Earth, or lurking on the edges of the collective unconscious. It might be an ancient analytical engine, or a clockwork computing machine from the days of Alexander. It could be a psionic amplification device, or the sorcerously archived soul of an arch-mage, or even a Martian menace on the loose from Somewhere Else. Odin's Horse could be everything its seekers think it is, hope it is or want it to be. In a setting with more divergent history and more fantastical possibilities, Roland Mannheim has room to grow. In a more cinematic narrative, he'd be grizzled, but every bit as tough at age 60 as he was at age 20; his ST and DX could both be raised to 12 or 13, and Fit could be upgraded to Very Fit. He would be a legendary explorer and naturalist, and his levels in skills related to exploration and the outdoors could all be in the 16-18 range. (And he should have a Reputation as well, among explorers and their ilk.) Similarly, in a game that stresses combat, Mannheim's Boxing wouldn't have atrophied; he'd be a bare-knuckled bad-ass who could whup men half his age... And finally, Mannheim's esoteric studies could be broadened as well, including more points in Anthropology, Archaeology, Literature, Paleontology. Philosophy, as well as Conspiracy Theory and History (Esoteric), and with additional Hidden Lore specialisations as appropriate.

ADVENTURE SEEDS

Each of the characters in the Odin's Horse series is built around the concept of the Grail-like treasure they all strive to find. The adventure seeds below are related to that search, but may also be adapted for use in a campaign of lesser scope.

Mystery below the Ice: The PCs are adventurers, and they've just been hired for an unusual job: they've to steam their way to Oslo, where they'll assemble a veritable mountain of unusual gear. Then they're to board a locomotive bound for the Trondheim Lowlands, where they're to report to a tiny fishing village not on any map. Along the way, they're instructed to keep a sharp eye out for mysterious agents who might be shadowing them, and trying to learn their destination. Paranoia and tension mount (possibly culminating in a brawl on the roof of the dining car, minutes before the train enters a tunnel...). When the PCs finally arrive in the village, they're met by the odd Mr. Mannheim, who matter-of-factly explains that there are ancient caves on the seabed in a nearby fjord - recently uncovered by an earthquake - which may contain ancient artifacts. And more to the point, the PCs are to be given a crash-course in hard-hat diving (using the newest high-tech developments in the field), since they're going along. And the dangers of visiting the sea-floor aren't the only thing they have to worry about; one of the agents whom they pitched off the train has figured out where they went, and the enemy is on their way even now, prepared to deploy their own divers. Who are these people, and why is everyone so excited about this cave? One thing's for certain: all they'll get out of Roland Mannheim are some wild generalities and a whole bunch of outlandish analogies...

Mr. Mannheim, I Presume?: It's been just under twenty years since Sir Richard Burton (p.WWi108) returned from Lake Tanganyika, and only four years since Henry M. Stanley found Dr. David Livingstone on the shores of the same. And apparently, the mysterious land of Tanzania has more secrets to give up: The PCs are explorers - currently cooling their heels in Zanzibar - when rumours surface of strange bones being found in Olduvai Gorge*, remains of some throwback human ancestor, as well as their artifacts. It's obvious immediately that museums and collectors on the continent will pay big money for these treasures, and the PCs start making frantic preparations to travel there. And that's when they get the news: the steamship of the enigmatic Roland Mannheim is just mooring in the harbour, and word is that his destination is the southern shore of Lake Victoria. Clearly he knows about the fossils, and wants them for himself. Now the PCs are in competition with a professional, and one with funding. Can they get by on guile and luck? And once the race is underway, things only get stranger: Arab assassins make attempts on the PCs' lives, and it's rumoured that Mannheim's group has also been attacked. Who are these interlopers, and what do they want with the fossils? (Maybe they're Sir Richard Burton's Isma'ilis; see sidebar, p.WWi109.) Or is it that they don't want the fossils to be found - by anyone? What's buried in the dust in Olduvai Gorge? There are two craters out on that Serengeti - did something land here long ago? Who will find them first, and what exactly will they find?

*Olduvai Gorge is the site at which archaeologists found fossil remains of Australopithecus - Greek for "southern ape" - a "distant relative" of man that lived between five-and-a-half and one million years ago. In reality, these fossils were found in the 1920s, but what's five decades?

- written and formatted by andi jones (andi@angelwerks.com)
- danke to volker bach for help with history and geography

TOP

BACK to COTW archive index

SJG's
GURPS website | GURPSnet archives | email me at angelwerks