Archive for May, 2005

Next Page »

Sub-plot: Sadat Estates on Medea

by Pappy May 16th, 2005, Posted in: Writing


  • Sadat Corporation needs a reason for a legitimate presence on Medea that will not violate the Colonial Charter. Lennox Alphus uses the opportunity to get Michealino Sadat away from his uncle where he can begin really converting him to the neo-humanist ideololgy.
  • Lennox convinces Michealino that he needs a “getaway” vacation house of his own. He convinces Estebani to allow him to build an estate complex on Medea for Michealino that can serve as a base of operations on the planet while they prepare to launch operations there once the protective Colonial status is expired.
  • Upon arriving on Medea, they file as immigrants and settle on a location near Spirit Falls in the wooded mountains. They must hire a local construction firm, and select Trieger Construction, owned by B’al Trieger, a Kleetian.
  • The arrival of a member of the Sadat family on Medea triggers a panic among the Medean miners. It can only mean that Sadat Corporation will be coming after the protective Colonial status has expired. Some even talk of declaring independence from the Commonwealth, similar to other nearby planets. Then they could keep out Sadat and other corporations like it. This marks the beginning of organization and cooperation among the Medea independence groups.
  • When construction of the estate is nearly completed, Trieger accidentially overhears a conversation between Michealino and Lennox regarding their plans on Medea. Lennox catches him listening and tells him to get back to work.
  • That evening Lennox uses Sadat Security forces to stage an attack on the contruction site. Trieger, his workers, and all but one of his construction droids are killed. Evidence is planted that makes the assault appear to have been conducted by the disgruntled miners, who have motive after all. Rook LeDeaux is the one to discover the massacre the following morning as he was delivering supplies to the site.
  • This paves the way for the local garrison commander of the Commonwealth Militia to get involved and to start hunting down the Medean “terrorists”. He knows the miners and their families, and doesn’t believe they are responsible, but has no choice but to follow the evidence left at the estate.
  • The sub-commander of the garrison feels exactly the opposite. It is her belief that the commander has grown too comfortable and close with the people here and is not being aggresive enough in breaking the rising revolt before it gains momentum. Additionally, she feels that someone of Sadat’s stature should be treated far better than his reception thus far on Medea.

Character: Lennox Alphus

by Pappy May 15th, 2005, Posted in: Writing


Right hand man and chief strongarm to Estebani Sadat. While Sadat may be the head of the hydra that is Sadat Corporation, Lennox is its teeth and its venom.

A neo-humanist in secret, he wastes no opportunity to use the companys vast assets to assist the movement. He has befriended Michealino Sadat, Estebanis nephew who will some day take over the business from his uncle. Lennox hopes to convert Michealino to the neo-humanist cause and takes every chance he can get to further his influence over the young man.

Lennox runs the Security division at Sadat Corporation with an iron fist.

Character: Michealino Sadat

by Pappy May 15th, 2005, Posted in: Writing


Playboy nephew of Estebani Sadat. His uncle is grooming him to someday take over the family business empire, Sadat Corporation.

His mother, Ramalah Sadat, dotes on him and quietly influences him in undermining her brother.

Head of Security at Sadat Corporation, Lennox Alphus, has befriended Michealino and influences him towards the neo-humanist cause.

As is obvious, Michealino is the consumate pawn in a chess game far to large for him to comprehend. His position as heir to a company so powerful as Sadat makes him valuable to anyone who can tolerate his ignorant arrogance.

Plot Outline: A Dream of Fishes

by Pappy May 13th, 2005, Posted in: Writing


• Fisherman catches glimpse of golden color fish in nets but it slips over the side

• That night he dreams of chasing the golden fish under water and discovering a treasure trove hidden in a cave

• Asks uncle about the fish and dream, uncle says its an omen of a good catch/season to come

• Mother sends him into town for salt. While in town he stops in to see a girl in the inn. Tells the girl of the dream and she warns it was all just a dream and to leave it alone. Sets up a love interest

• After leaving the girl he is stopped on the docks by an old woman the townsfolk call the Sea Wretch. She warns him not to go chasing golden dreams unless he is willing to leave his entire life and family behind.

• Next day, while tending the nets, he notices the golden shimmer under the water’s surface, keeps trying to position the boat and nets to catch the mystery fish that holds sway over his thoughts. Doesn’t notice the clouds darkening or the increase in winds.

• Squall blows in and pulls his boat out to sea beyond his visibility of the shore and the tree his family had always used to guide themselves home.

• Just before being washed overboard he see’s the fish leap from the water. Blacks out.

• Wakes in the stifling heat and relative darkenss of the Sea Wretch’s hovel. There is a black kettle over the fire, steaming a horrid smell and bubbling over. Low ceiling, no sign of the Sea Wretch.

• He’s fallen sick and the Wretch nurses him back to health. During this time he learns to trust her somewhat and she tell him the dream and the fish is not an omen, it’s bait. Bait to hook him into the Fisherfolk’s Curse.

• Boy argues about how can a fish place a curse on him. Wretch explains that magic isn’t limited to the realm of humanity. The curse was formed of and by the combined magic of the creatures of the sea.

Character: Princess Hkara

by Pappy May 13th, 2005, Posted in: Writing


A Paldean member of the Royal House. Although the Royal House no longer usually becomes involved in actual affairs of State, Hkara has taken the threat from the neo-humanists quite seriously and has become very outspoken, to the chagrin of many other members of the House.

As the makeup of the Royal House itself is the centerpiece of the neo-humanist agenda, Hkara’s courage to speak out has marked her for death.

Her cousin, Jumeah, owns a seedy bar on Medea, far from the politics of the capital. Having grown up close to Hkara, his concern for her drives him to join the Unionists (an anti-humanist movement) as an operative.

This relationship between Hkara and Jumeah is the source of the shaky alliance between the Royal House, the Unionists, and the Medean miners.

Group: Council of Ages

by Pappy May 12th, 2005, Posted in: Writing


Much in the way one would find the heads of animals on the wall of a hunting shack, the Council of Ages is a room at the top of the palace that has the heads of people and even magical creatures mounted on the wall. These heads have been enchanted through a secret process known only to the ruler’s personal wizard and his closest appretices. The enchantment allows the head to retain the memories and thoughts of the person, allowing their knowledge and advice to perservere through the ages to the benefit of future rulers. The only way to destroy an enchanted head is by witches fire, a nasty concoction, the possesion of even it’s ingredients a crime punishable by death.

Special enbonding rods have been distributed throughout the kingdom to a variety of magi and wizards. When a person dies and the rod is used on the body before the hour of their death is complete, their soul is preserved within the body and the body sent to the palace where the final enchantment rituals are performed, the head removed and mounted in the Council of Ages.

It is considered a great honor to be chosen for inclusion in the Council. The only people guaranteed this form of immortality are the rulers and their personal wizards, preserving the power of the kingdom and the magical knowledge that created the Council itself. Wise rulers learn to rely heavily on the Council’s considerations in matters of state, and several have ruled almost entirely on the Council’s discretion.

This is not without it’s drawbacks, however. One ruler, Rupert the Enthralled, became so obsessed with the Council it drove him mad. He refused to leave the room, taking his meals there and going to the point of having his bed moved into the Council chamber and having his consorts sent to him there (much to the complaints of the Council to say the least!) Upon his death, Rupert himself was added to the Council’s numbers and has ever since become a source of much consternation and/or comedy to the constant discussions there.

Other rulers, although few, have seen the Council as a threat to their own greatness and power. They have tended to avoid the Council entirely, or only sought their advice when it was to benefit their own designs. One potential plot source involving the Council could be a ruler, fearful of or threatened by their knowledge, who seeks to obtain witches fire to destroy them.

The Council of Ages itself is organized thusly:

  • Along one wall are the heads of the previous rulers of the kingdom: Kings, Queens and even a few of the greater princes, nobles, and governors.
  • On another wall are the heads of great minds that have contributed to the kingdom: from wizards and alchemists, to scholars and tinkerers.
  • On the third wall reside the heads of every great military general and strategist from the past, a testiment to the wars fought to defend the kingdom.
  • A portion of the last wall is reserved for the vast diversity of knowledge from the various races of this world: dragonlings, goblins, etc., as well as distinguished commoners and merchants. The two most famous occupants of this section were the last two living dragonlings. When it had become apparent that they were the only remaining of their species, they sought out the king and volunteered they lives in order to preserve the knowledge of their once great race.
  • The room has a number of large windows on all sides, exposed to an enclosed courtyard surrounding it that covers the entire roof top of the palace. This grand seclusion protects the Council of Ages from prying eyes and offers it’s members as beautiful a setting as can be provided given the circumstances. One great domed window opens to the heavens so wizard and astrologer alike can gaze to the stars for answers to particularly vexing questions.

Location: Gooseneck Marsh

by Pappy May 12th, 2005, Posted in: Writing


A vast marsh region, spread across the inside of a massive U-shaped bend in the wide (TODO: river name) river. The river’s frequent flooding and overflowing of its banks constantly refreshes the marsh, changing its landscape often.

Character: Rupert the Enthralled

by Pappy May 12th, 2005, Posted in: Writing


Rupert the Enthralled, once king of Kausidor, became so obsessed with the Council of Ages it drove him mad. He refused to leave the room, taking his meals there and going to the point of having his bed moved into the Council chamber and having his consorts sent to him there (much to the complaints of the Council to say the least!) Upon his death, Rupert himself was added to the Council’s numbers and has ever since become a source of much consternation and/or comedy to the constant discussions there.

Character: Emeritus

by Pappy May 12th, 2005, Posted in: Writing


Relatively young hermit mage, with long, wild unkept brown hair and beard. Resides in a small cottage in the hollow hidden in the mountains above Gooseneck Marsh, the entrance to which is nearly always shrouded in the mist rising from the marshes below.

Emeritus is not counted among the magicians of the Royal Court, without commission and not among those with access to the enbolding rods and blood amulets that is the primary purpose for those commissions. He veiws the Court magicians with a jaundiced eye, always warning that corruption among them threatens the future of the kingdom and the Council of Ages.

Few people know how to locate the mage, who prefers to keep it that way. His infrequent visits to various towns are always the source of new rumors, as well as jokes, among the townsfolk.

Although a hermit, Emeritus is not without friends. Farak the huntsman often visits and brings food and supplies to his cottage in exchange for advice. Emeritus has foretold that Farak will one day save the kingdom in the heat of battle, although it has been a generation since any enemy has risen against Kausidor.

Character: Farak, the Huntsman

by Pappy May 12th, 2005, Posted in: Writing


Friend of Emeritus the hermit mage. He makes frequent trips to provide food and supplies to his friend, seek advise, and play a strategy board game. On one such trip, Emeritus tells Farak that the huntsman will one day save the kingdom on the battlefield against an unknown enemy, at which the latter scoffs and denies any desire for heroics or greatness.

Farak shaves his head and has a long, red handlebar mustache, which he braids with beaten copper strips. He favors hunting in and around Gooseneck Marsh, although he has been known to travel the length of the kingdom following game with the seasons.

TODO:
• Create yet to be named strategy board game, similar to chess or checkers with a twist

Next Page »