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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
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