It wasn't a single massive astroid this comet,
but a collection of scores or even over a hundred smaller astroids locked by grativational
bridges to sever larger ones. The makeup of the Empire and its people reminded me
of an old earth city that I had seen during a visit to the Terrestrial Museum on Circe
now that the Jewel of Humanity, Earth, has placed itself under embargo. That old city
had narrow canals instead of streets and travel was by boat. The city was called Venice.
Yes, the Comet Empire reminds me a lot of that city. Its canals are the space
between, the boats its barragio shuttles. And the people... so refined, flourishing,
theatrical. It is impossible to understand them, hidden behind their masks and speaking
only in riddles.
The Comet Empire makes its way through the galaxy
alone and distant from the cluster of civilised worlds. Its path is unknown as it
changes frequently almost at a whim; vanishing from where it should have been to appear
next where least expected. Few have been to the Comet and drifted along its star-scaped
canals and fewer have ventured inside its secretive halls or palaces. A few of these
few have been welcome. Those who are not do not return.
What is known of the Empire and its mysterious citizens comes
from its traders and merchants, ambassadors, wealthy Grand Tourists, and the sinister
servizio di intelligenza, the Empire's Intelligence Service that has the aura of seeming
to know everything about everybody.
The most common, if rare, sighting of a Comezian or two, will
be of a merchant and his or her attendants. Although the Comezian's have feminine
and masculine costume sometimes it is too difficult to tell if the wearer is one or
the other. The merchant will be wearing the grandest and most outlandish costume of
the party with an exceptional headress: the more ornate and dazzling the greater the
wealth and power of the merchant. However in the reverse their mask will generally
be plain with little in the way of ostentatious ornamentation. Conversely (again),
the merchant's attendants have plainer clothes and a simple headress or hat but the
style of their mask conveys much to the educated. It tells their function and rank
that another Comezian instantly recognises. The most common attendands of a mechant
are what one would expect of such a profession: clerk, lawyer, mistress and bodyguard.
Diplomatic partys are much like merchant partys. Just bigger
and with a regal grandious quality underpinned with seriousness and backed up by an
enigmatic government, invisible agents, and a powerful black space navy. Appearance
greatly depends on the nature of their mission. Lighter and cheerful costume corresponds
to a friendly meeting, dark and sombre dress can be reason to expect a delcaration
of war.
If the sighting of a high class merchant isn't enough, that
of a Grand Tour couplet or quartet roaming the spaceport or city in their dazzling
attire and literaly shimmering from the power fields surrounding them will have the
news wires and gossopists talking for weeks. Appearing to disdain and condesend everything Tourist
breeze through spending vast amounts of currency for whatever takes their fancy in
an amost naive fashion. Incidents of criminals trying to take advantage of broadcast
the folly of such bandity as well. Tourists yes, well equipped also.
The encounter few remember is that with the servizio di intelligenza.
Usually because these black cloaked masked assassins do not leave survivors. Bodies
or the remains of are atomized, poisoned, ejected from airlocks, or killed in a myriad
other ways - if found. The arm of the Empire is known to exist because of its calling
card; a joker card from the tarot deck is left at the scene of the assassination.
Other encounters are less dangerous, when the servizio is dealt with for information
exchange and especially clandestine material transactions. No faction or nation can
say that they have a special relation with the Empire. All others are treated the
same by the Empire, as amatuerish lessors.
Gin & Tonic
Comezians can be introduced into many games and adventures
or a player may choose to play a Comezian business or diplomatic venture, or a team
of deadly servizio di intelligenza assassins. These three distinct groups of Comezians
(although the servizio di intelligenza may have an agent masquerading as any other
two) easily allow for interesting games to be played. Always involved in something
mysterious or rich Comezians are the target of much attention especially by underworld
and police and intelligence organisations. However many underestimate their power
and skill. Games to play can be:
-
A Grand Tour or Merchant party has been attacked
for theft or murder. The lone survivor is in need of protection until it is time to
leave on a shuttle and must be escorted there without harm.
-
An official or scientist is attempting to defect to
the Comet Empire. Special Forces must get him back with harm, except that he is dressed
as a Comezian.
-
A servizio di intelligenza hit team has been located
in a safe house and a force sent to eliminate them. A third party can be added who
are redevousing with the SDI or monitoring them.
-
A servizio di intelligenza team has been tasked to
assassinate someone who is learning too much about the Comet Empire.
-
A Merchant or Diplomat is about to close a lucrative
deal when an aggrieved party attempts to break the contract.
The Comet Empire is an advanced race and those that
travel are not to be taken lightly. Mind 5 and 6 cover the majority of Comezians that
will be encountered. A rare few, those of very high rank or specialist assassins are
Mind 7 but there are none known higher. Very junior Grand Tourers will be of Mind
4.