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Chaosium Digest Volume 33 Number 08

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 · 10 months ago

Chaosium Digest 
Thursday, April 19, 2001
Volume 33, Number 08

RISE OF THE OPHIDIAN EMPIRE: PART ONE
(Continued)
by Mervyn Boyd - jack@ktana.freeserve.co.uk

13. Migo city
This huge cavern is absolutely massive - measuring roughly several miles
from side to side. Pin pricks of light are just barely visible. From what
the characters can make out, they see that the cavern's surface is peppered
all over with other tunnel entrances - leading to who knows where. Dozens of
Mi-go are seen flying about. The hugeness and complexity of the city
prohibits any further description save for there being a Mi-go population of
more than 250,000 (as a conservative estimation). The investigators will be
in deadly danger if they proceed too far and will almost certainly not live
to tell the tale... Welcome to Mi-go city. Please wipe your feet before
entering.


The Meeting
As the investigators come nearer to the cave (marked X), LISTEN rolls detect
a distinct a human voice, which gives the players time to react before
walking in on the scene below. Sneaking closer to get a better view the
players come across a meeting of 6 mi-go, 3 serpent-men and 3 humans. An
IDEA roll allows investigators to recognize one of the humans as Jeremy
Preston-Forbes, a lesser members of parliament, the other two are the man
they followed from the railway station, and a tall, gaunt, pasty faced chap,
complete with scar. This is what is overheard:

* Forbes: ...is well in hand. Dissension among the people is rife. Strikes
are bringing parts of the country to a standstill. Parliament is split and
awash with accusations, and bicker amongst themselves. Soon, once Victoria
is in our possession, she will have no option but to dissolve parliament and
institute a new stronger regime. One who will bring order to the country.
Your order.

* Serpent-man: Excellent, you have done well my friend. Now tell me how the
water treatment is progressing.

* Human two: The domination serum is being mixed in several reservoirs as we
speak. The populace, depending on their individual tolerance and rate of
consumption of the serum should be ready for manipulation in as little as
one week.

* Serpent-man: Excellent. And the weapons?

* Human three: The last shipment arrived at the warehouse on schedule, and
are ready to be distributed amongst the various gangs.

* Serpent-man: And what of the resistance who continue their struggle?

* Forbes: Their small numbers make it very hard to keep track of them.
However, I have assurances that we are close to discovering who they are.
They will be eradicated in due time.

* Serpent-man: Make sure of it. The way must be clear for our inevitable
return.

* Forbes: Yes, my master.

The serpent men and humans are then lifted by mi-go and taken for a tour of
the city. This meeting should no doubt astound the players. One thing is
however evident there are traitors within parliament who are willing to
betray the British Empire. Save for rescuing the prisoners there is nothing
else to see or learn here. Time to go home.


Who is Jeremy Preston-Forbes?
On the off chance the players are interested in knowing more about Forbes,
the following information should be used as the keeper sees fit. Just how
much is known, or can be dug up, through whatever sources is left for the
for the keeper to determine.

What is widely known, is that he's a relatively obscure back-bench MP
(Member of Parliament representing West Tooting). He's a vicious outspoken
troublemaker - a man of questionable policy and ideals and has always been
so since an early age. Before his change of allegiance, Forbes was involved
in real estate scams, money laundering, illegal weapon shipments, and drug
deals from the Orient - though these activities are not known about in great
detail, they have been alleged to by his opponents. Is it mere happenstance
that anyone who delves into his life and affairs winds up having a fatal
accident? He also openly professes ardent support for social engineering -
whatever that means, and often gives elusively vague answers when
questioned on such matters.


If the players do not go through the gate
If the players choose not to travel through the gate they will miss a vital
meeting in which the serpents and their human collaborators discuss their
plans. They won't know anything and the scenario will likely grind to a halt
as they kick around waiting for something to occur. Life continues as normal
with regards to anarchist activities, police raids, riots, etc.. After a few
weeks of inactivity, the situation gets worse. Prime Minister Gladstone and
his parliament is dissolved by Queen Victoria and General Sir Roderick
Femm - a Serpentine agent - assumes power. Martial law is instituted. He
exploits the Bolshevik problem to the fullest, an explanation readily
accepted by the masses. Promising a strong Britain, jobs for all, and
national glory, he attracts millions of supporters.

Once in power, however, Femm quickly establishes himself as a dictator. A
subservient legislature is soon passed, enabling the "Valusian Act" which
permits Femm's government to make laws without proper legislature. Femm uses
the act to clean out and consolidate the bureaucracy and the judiciary,
replace all labour unions with one party-controlled labour front, and bans
all political parties except his own. The economy, the media, and all
cultural activities are brought under similar authority by making an
individual's livelihood dependent on his or her political loyalty. Thousands
of protesters are rounded up and taken to concentration camps and all signs
of dissent suppressed....

Unless the keeper can throw in hooks to keep the scenario going through to
its proper conclusion, the players fail and the Serpentine Empire
strengthens its grip. Although the players have failed here, the scenario in
the grand scheme of things, is by no means over. Things are just getting
interesting. The keeper should be able to create spin off scenarios in which
the characters struggle against the might of the Ophidian Empire....


Returning Home
Stepping back through the gate the players may have the novel idea of
putting the manor to the torch. This is easily done, but there's no
guarantee that the entire manor will burn to the ground. Unless the players
stick around and have a barbecue, they'll just have to hope for the best as
they make good their escape. What will they do now? They know of the
traitorous faction within the government and their plans. Courses of action
include:


Find out where Forbes lives and pay him a visit
Unless the characters have the ways and means to find out where MPs live,
there is no easy way to gain that information. Addresses such as these are
withheld from the public due to the possibility of robbery, murder,
whatever. Resourceful characters can, however, discover that Forbes has
three homes - two in the city, and one country manor (which they've just
been to). Just how this can be learnt is left to the individual keeper.
Perhaps a simple LIBRARY USE -25 check will suffice, or a favour from a
personal friend called upon.

The two city homes are 217 Essex Road, Islington, and 36 Old Street,
Clerkenwell. Although Forbes owns these properties, he rents the one in
Islington to visiting dignitaries, which incidentally is currently occupied
by a wealthy German industrialist and his wife who are over on unspecified
purposes. There is nothing for the players to find at this abode, except for
one extremely irate German if the players persist in harassing him.

36 Old Street, on the other hand is the residence of Forbes, who now, for
the purposes of the plot will be very elusive, never returning home because
of his many jobs and his obligations to his Ophidian masters. Breaking into
his home will be risky. LUCK rolls should be had to avoid being spotted by a
policeman walking his beat, or disturbing a neighbour. Forbes' home is
opulently furnished. Plush carpeting, sculptures, paintings (all original)
and the gold trim and silver plated adornments attest to an exuberant
lifestyle. Stealing stuff is easily done for the light-fingered player.
Values are left to the keeper. Searching the house for evidence requires
one or two SPOT HIDDEN rolls. Success results in the players finding a wall
safe hidden behind a chest of drawers. Opening the safe requires the
specialized SAFECRACKING skill, or FOUR CONSECUTIVE LISTEN and DEXx2 rolls.
The safe contains $10,000 in assorted counterfeit donations (of the type
seen before on the two men who shot Mark Thompson), several ledgers, and a
rolled paper tube. Also, in a small cubby-hole beneath the stairs, which
contains assorted cleaning utensils and boxes of odds and ends, the diligent
investigator can find a trapdoor beneath a rug. Beyond which lies a crude
set of wooden steps that lead down into a short dank tunnel then out into
the sewers. If the players stake out the home in the hopes of netting their
quarry, then eventually Forbes will return home for whatever purpose. If a
shoot out occurs, the police will be called who come to the scene armed.
Forbes will try to escape through the sewers. If he is killed the scenario
will essentially be over, though not at an end. Other people can replace him
to continue the serpentine plans. If they simply follow him, he will lead
them, by cab, to 100 Hope Street for what will be the conclusion.

* The ledgers contain the names of all the human collaborators on the
serpentine payroll, whether active or awaiting orders. 170 such names, up
and down the length and breadth of the UK, are logged along with their
placement in society, funds allotted to them, and their current duty.
Generally, these fifth columnists are drawn from the lower classes, however
a solid dozen or so are grouped together under a different cover; these
being contacts within: Customs House, Lloyd of London, New Scotland Yard,
Buckingham Palace, Parliament, The Royal Mint, The Admiralty, The Bank of
England, The Royal Arsenal, and several other lesser Government Office
Buildings.

* Unrolling the paper tube, the players discover a map... a map of
Buckingham Palace, no less. Disconcertingly, additional features have been
drawn on the map, such as an underground tunnel leading from nearby sewers
to a cellar or storeroom. Finding their way to the exact junction in the
sewers requires an IDEA roll and a fair bit of time wandering about the
dank, rat infested smelly underworld. A sixteen foot tunnel offshoots from
the main sewer, and assorted digging tools stand propped against the wall.
Hanging around to see who turns up to dig is fruitless. For the next week
and a half no further tunneling is undertaken.

Forewarning the Government or another authoritative body of the traitors'
intentions
Presenting their evidence to someone the players think they can trust
requires a LUCK roll (based upon whoever is presenting the evidence - keeper
should roll this). Any failed roll results in this person - including
personal friends - being a traitor or conspirator. Whoever they contact will
listen to their story, take their evidence and look at it, mulling over the
implications of it all, its worth and validity. The names and addresses of
the characters will be taken for follow up questioning. They do not get
their evidence back now it's in 'safe' hands. If the contact is a traitor,
there WILL be a midnight visitation to remove the meddling investigators.
However this is done if left to the keeper. But, before callously
dispatching them, the bad guys may undertake the following measures:

* Watch the characters from afar, studying their every move, seeing what
they're up to; who they visit and who the talk to... Spot Hidden rolls may
be had to spot these tails at any time - day or night.
* Break in to the residence of the characters - wherever they may be - to
search their belongings and confiscate illegal material - or plant
incriminating evidence of their own, such as a cache of arms, drugs, child
porn, or whatever... This'll lead to their arrest later and the destruction
of their social standing.
* Lure the characters (as a group, or abduct them when alone) to a false
meeting where they are ambushed and abducted for an extensive interrogation
scene, as outlined elsewhere in this scenario, or killed outright. The
precise arrangements of this ambush is left to the keeper to make up, but it
should be underhanded and in the favour of the conspirators.

Should the friend or authoritative body not be part of the conspiracy, they
will mull over what the players have to say, while examining the validity of
their claim as before. Their evidence is passed up the chain of command and
an investigation ensues. Over the course of the following week each
character is brought in by the police and interviewed quite intensively
about how they came into possession of such material. Check for inaccuracies
in each account. Use these differences to pick holes in their statements.
It'll be fairly obvious that they will be holding "stuff" back. Make them
sweat. Delve deeper. If the players freely admit to breaking into Forbes'
home without good reason, they will be arrested for that. Who's to say their
"evidence" isn't some ploy to discredit an upstanding member of parliament.

Other "behind the scenes" investigations include the investigation of who
the characters are should suspicions be aroused. This'll involve speaking to
friends, neighbours, family, work colleagues, etc.. Anything that appears
"untoward" or "out of place" will be brought up during an interview: "It
appears, Mr. Smith, that you were in Skegness three months ago on such and
such a date. Are you aware that a series of murders occurred then. And you
were seen doing something or other. Then you, again, were in Shellbourne
where another spate of unaccounted murders took place... Just how do you
account for the fact that wherever you go people end up dead?" If characters
are long standing, their list of strange activities will be similarly long.
If arrest warrants are out standing then now is the time to use them. A raid
on their homes may drag up a few interesting "devil worship" paraphernalia.
Use this information as you se fit.

If the characters ramble on about mirrors to strange other worlds,
Serpent-men, and lobster-men, they will be looked upon as mad. A team of
investigators are sent to the country manor to check it out however, as a
matter of course in their investigation. One survivor comes back with an
incredible tale, but that's another story...(and maybe a way into part II)

If the players can substantiate their claims beyond reasonable doubt, Forbes
will be implicated and an arrest warrant issued. A surveillance operation is
set up which culminates in a shootout at 100 Hope Street on a date chosen by
the keeper. As for the scenario, that's pretty much it. Game over, with the
exception of loose ends. The characters will be thanked for the information,
and possibly even rewarded.


Other things that the players can do
Investigating the death of the lesser known MP
Once the players learn of the death of the MP from reading Thompson's notes,
they may wish to investigate further. Information won't be forthcoming even
if personal friends are able to help. Reading the papers is of no help
either. They only print the information they're given. The report basically
says:: "Alexander Buslowe, 43, an administrator for the Government, was
found dead in his home last night having committed suicide by hanging.
Preliminary investigation have failed to find a cause for his death, though
it is suspected he committed suicide in a fit of drunken depression. Two
empty bottles of alcohol were found close by, and no suicide note was found
as is customary in such cases, which further suggests his death was on the
spur of the moment." Since this event occurred several weeks ago, the trail
has gone cold. No further investigation ensued and the case was simply
closed. Whether his death is suicide, or whether he was killed as suspected
by Thompson is for the keeper to decide.

Investigate the water reservoirs
Whatever come of this is left to the keeper to decide upon. Without proper
reason, the players will not be allowed to wander around. Explaining that
somebody is drugging the water will be met with disbelief and bemusement.
Without proper reason or evidence the players' warning will go unheeded.

Check warehouses for weapons
London has far too many warehouses for the players to individually search.
Even accounting for just the derelict or disused ones the players find that
this'll still be a daunting task. Far too many to realistically
investigate - unless they wish to spend the next week doing nothing but
this. Perhaps a personal friend, who's part of the criminal underworld may
have heard or seen something that'll point the characters in the right
direction.

Seek out the resistance cell
Without specific knowledge of who's involved, where they are, or anything
will make this task a little harder. In this instance personal friends are
not part of the resistance, and nor can they direct them to their HQ.


100 Hope Street
This particular event is mainly resolved in one of two ways, both of which
are outlined separately.

The players go in
There is a chance Forbes spots his tails as he leads them through to
London's East End. It doesn't matter if he spots them or not, the only
difference being he'll be aware of them. He doesn't want to draw undue
attention to himself and so doesn't bother to speed up or try to lose them
by ducking down an alleyway. Once in Hope Street, he walks up the stone
steps to the door, knocks on it and waits. The cab leaves. A curtain
twitches, a face flashes momentarily at a window. The door opens and Forbes
enters. If he is aware of the characters he informs his co-conspirators who
wait there. Furtive glances out the window may similarly alert observant
characters that their quarry are wary.

The house on Hope Street is a two story building which is often used by the
criminal underworld as a safe house. Currently six other conspirators,
including two Serpent-men (in their natural form) are here. Their agenda - a
secret meeting of affairs. An escape tunnel leads into the sewers, which, if
the PCs think to look for, can easily find. If Forbes and his conspirators
decide it is too risky to remain, they will use the tunnels to make their
escape, otherwise their meeting goes as planned. For some reason, it has
been decided to hold the meeting upstairs, well away from the escape tunnel.
A decision the traitors may soon regret. Only the serpent-men are armed.
They carry electrical lightening guns given to them by the Mi-Go, and
daggers laced with carotid toxin.

Swift and concise action on the part of the players surprise the traitors
who can be apprehended quite easily, though if the opportunity presents
itself everyone will try to escape even if it means putting up a fight. They
aren't stupid however, and if outnumbered and outgunned they will simply
give up. Summarily executing the humans results in sanity loss. Forbes
attempts to keep everything low key, not wishing to escalate the situation.
The serpent-men have other plans and aren't too shy about letting loose with
their toys at the earliest opportunity. Forbes is a coward and will try to
flee rather than fight. Prolonged gunfire results in armed police rushing to
the scene...

A Police Raid
Acting from the information given to them, the Government finally has the
evidence it needs to act. Two dozen armed detectives storm the house on any
day (day or night) - chosen by the keeper. The sight of serpent-men panics
an officer or two who open fire. By the time the situation calms down four
conspirators are killed, one of which is a serpent-man (whose body is taken
away for examination), two are arrested, two escape (one human and a
serpent-man), and Forbes has a 15% chance of escaping also. If not there is
a 25% of him being killed, otherwise he is arrested.

Since only the Serpent-men are of any import here, only their stats are
given. The keeper should make up Forbes and the other conspirators
statistics should they be needed

Surra'axas'sa & Ssrax'ass
STR 11 CON 11 SIZ 11 INT 17 POW 13 DEX 14 MOVE 8 HITS 11

WEAPON ATTK % DAMAGE Armour: 2 point scales
Bite 50 1d8 + poison
Dagger 70 1d4+2 + toxin Sanity Loss: 0/1d6
Electrical Gun 35 1d10 + special

Poison Bite
The potency of the toxin is 11.

Carotid Toxin
A strength potency 20 toxin which causes slow degradation of the carotid
arteries. Failing the RR, the victim is doomed to agony as the toxin courses
through his system (in CON days) causing massive internal bleeding and
almost instant death. Succeeding the RR the victim becomes extremely sick
1d6 days after the toxin is administered. STR and CON drop to 3 and the PC
is confined to bed utterly exhausted and hallucinating (1d6 sanity loss). No
doctor can help. After CON days after administration the victim begins to
recover 1d6 STR and CON per week, but permanently losing 1 from both STR and
CON.

Electrical Gun
The lightening gun is a metallic orb that fires blue electrical bolts of
lightening. The device delivers 1d10 damage which causes the recipient to
jerk with violent muscle spasms which immobilizes him for an amount of
rounds equal to the damage inflicted. Finally the victim must match his /
her HP against the damage done on a resistance roll - or die of heart
failure.


To Be Continued...
What, that's it? What an anticlimax. I want my money back. If all goes
well, the Ophidian Race has been bested this time, though they have not been
beaten - not by a long shot. The tip of the Serpentine conspiracy has been
exposed. The truth, naturally, is kept from the public. Behind closed doors,
a committee will by set up by the Government to take matters further. The
characters may even be called upon (as civilian advisors) to head an
investigation to learn more, which may even necessitate a return through the
gate...There's plenty more scope to launch further scenarios from here and
wrap up those nasty loose ends.... or leave them dangling. As for life in
general - it gradually resumes back to relative "normalcy". The players may
be rewarded with an invitation, no matter their social class to Queen
Victoria's Golden Jubilee. Other rewards may befall them. If they did
exceptionally well, a Knighthood may be in the offing...

Failing to prevent Parliament's downfall has already been outlined under the
heading: If the players do not go through the gate... Think of Nazi Germany
when writing these continuation scenarios. Instead of Jews and Eastern
Europeans being targeted for extermination - it's the whole human race.


P L A Y E R H A N D O U T S

Player Handout 1.
My Beloved Debra Jo,
If you are reading this it means that I am now dead, fallen foul to enemy
agents or have had to disappear. For some time now I have been living a
double life and have safely protected you from the truth, but now you may
also be in danger yourself, and so for your protection I must tell you the
truth. I have become involved in a struggle to bring about the end of social
oppression and see the formation of a more just and equal society. I know
that over the past months I grew cold and pushed you away, putting a strain
on our marriage - and for that I will be eternally sorry.

Things are afoot. Although I am a radical, some say anarchist, I must state
that I have played no part in the bombings, arson attacks, killings and
riots that are now plaguing society. Those are the acts of true anarchists
bent on destroying our way of life, not to further it. They believe in
anti-establishment of any kind and want nothing but chaos. Ours is a more
peaceful way.

This is only the tip of the iceberg, however. Certain things have recently
come to light to suggest something more sinister, like these problems are
being purposefully orchestrated by persons unknown. Some say it's foreign
intervention by extremist Bolsheviks, which is very probable, others say
it's home grown and nothing more than the doings of an inept government
(which I believe). I've even heard rumor and speculation that it may even
be due to that pseudo-religious cult Hermetic Order of the Golden Dawn who
brainwash their followers, or some other secret cloak and dagger lunatic
fringe cult. Conspiracy theories are as many and as varied as there are
colours. Everybody has ventured an opinion on why the country is the way it
is. Many of this is stuff and nonsense, and nothing more. However, whatever
the cause, I'm sure it'll get worse before something breaks one way or
another. I pray to God that sanity and order are restored soon.

That said, I strongly urge you to pack up and leave. Get away. Anywhere.
Just leave and tell no one. You've probably had some visitations already.
Strange people asking all sort of peculiar questions. Maybe our home has
been ransacked too. That is only the beginning. Should they suspect you of
anything - they will be back... So, leave before you suffer the same fate as
me. I wish I could come home and be with you. Trust No one.

Before you leave however, there is a man you must meet, he has some things I
have provided for your safety - £350, and a false passport. Use them, before
it's too late. Go to the rear entrance of Harvey's Pub on Mile End Road and
ask for "Broadsman". He should see you right.


I love you with all my heart and will do so for always.
Frank


Player handout 2
The diary
27th March
Today was strange, very strange indeed. I met a man who wishes to remain
nameless at this time. He said he'd been following my "crusade" for
equality, and said he supported my efforts. After the usual small talk he
confided that he works within the Government as an administrator of some
kind. Nothing of note was talked about, but he said he'd like to use me for
some "leaks" that occur from time to time. Leaks that he though were in the
publics best interests to know. Another meeting is scheduled for later.

29th March
Met X again today in Southwark Park. We spoke at length and he disclosed his
suspicions that there are moves to subvert the people and replace our
Government in a bloodless coup. He spoke of illegal spending, abuse of power
and such like on a scale that is above what is 'considered normal'... He
also said he doesn't have any solid proof yet but will do his best. He
doesn't know who to trust with this information, and so came to me because I
am outspoken and feels as though he could trust me more than a trusted
friend. He says you have no friends in Government, just people you work with
who would just as soon step on your face and smear you to further their own
political career. There is no interest in the common good... no civility,
only politics. When pressed on the troubles of today, he said that they were
the direct result of greedy, squabbling people, but there was
something....elusive. He feels something isn't quite right.

6th May
X has shown me some papers which appear to support his conjecture, but
unfortunately they remain largely inconclusive. He fears he may get caught
if he's not careful, and is hesitant about continuing. He was nearly caught
yesterday. He won't say how, when, or what he was doing. I confided that he
must do what he feels he must. If that means dropping this investigation,
then so be it.

28th May
Its been 3 weeks since I last spoke to my contact, but today we spoke again,
albeit briefly. He said it was necessary to stop his activities for a while.
People were getting suspicious. He in fact was caught and detained for
questioning, but fortunately he managed to bluff his way through. We
discussed our work and how to proceed. He's sure we are being watched.

1st June
X gave me scant details of a forthcoming meeting between those of whom he
suspects to be involved. No other details are known other than one of them
is going to arrive at the Queen Victoria Railway Station at 3.30pm on 6th
June, and that he walks with a serpent headed cane, and will be carrying a
briefcase.

3rd June
X didn't show for a scheduled meeting today. It was only later that I had
learned of his death. The paper reports he committed suicide by hanging. Was
he murdered by the powers that be. I must be careful.


Player handout 3
Boiled down, the 100 page document basically states:

Stage 1 being the infiltration of serpent-men agents into society in
general, who will determine the will of the people.

Stage 2 commences with key positions of power being consolidated. When a
power base and a sphere of influence has been constructed, secret but active
support for 'anarchists' to speak out publicly will begin, with the
recruitment of 'suitable fifth columnist' humans. Such 'anti-establishment'
meetings are designed to inflame and polarize its listeners to spread
dissension and destabilize the general infrastructure with strikes and
riots. To curb this discord, the police will be furnished lists of names,
particularly of those known as, or suspected of being 'Patriots',
'Anarchists' or 'Trouble Makers'. These particular people (and possibly
their families too) are to be rounded up. Curious friends or neighbours will
be told of their neighbours 'illegal activities'. Those who escape to the
hills and mountains will be hunted down by "search and destroy" troops,
specially trained for mountain and guerrilla warfare.

Stage 3. As these meetings gain favour amongst disillusioned youngsters, the
lower classes, and the unemployed, agents posing as anarchists will set off
incendiary bombs in and around London bringing about public support for
measures of an increased police presence on the streets. Crime also rises.
This brings in more police and the dissension escalates. Terrorist actions
spread to other cities nation-wide in support. Other agents of the
conspiracy, then open fire on the police or target the ethnic classes to
provoke further contention. Gangs, and those targeted arm themselves. The
door-to-door arrests and the gunning down of several 'leaders' bubbles over
into riots. True anarchists and other gangs, now fully armed, join in the
fray. The real police, vastly outnumbered, cannot handle the rioting and so
call in the army to quash the riots and restore law and order. Again agents
masquerading as gang members fire upon the army to bring the tensions to a
head. The riots continue, but never exceed the brink of all out civil war.
Parliament holds crisis talks in which all borders are closed, as well as
seaports. No one is allowed to leave, or enter, the United Kingdom -
Scotland, England, Wales & Northern Ireland.

Stage 4 calls for a well-planned 'crash' of the stock market. This event is
planned to further weaken, destabilize, panic and confuse foreign nations,
and to deter any intervention on their part.

Stage 5. The final phase sees a sizeable chunk of the demoralized population
interred in concentration camps to await their final fate. Measures for
limiting the population for ease of control are brought into effect. This
includes birth control, sterilization and life termination of certain
undesirables, brainwashing as well as mass abduction for use as 'batch
consignments' of human slaves.

Stage 6. Once Britain and her protectorate states have fallen, the new
global order will take steps to subjugate the rest of the world, through
fear, manipulation and warfare.






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