\documentclass[char]{conditionechoblueshift}
\begin{document}
\name{\cMP{}}

\cenquote{``An influential member of parliament has not only to pay
much money to become such, and to give time and labour, he has also to
sacrifice his mind too.''}{-- Walter Bagehot}

You are \cMP{\intro}, a reputable member of the British Parliament.
Because the continued peace between humans and the underwater races is
essential for British shipping routes, the government has sent you to
\gameloc{} to oversee negotiations between the humans, \bAlpha{}, and
\bBeta{}.

As a child, you were always patriotic.  You remember proudly waving
the Union Jack at a speech given by the Prime Minister.  You remember
seeing the smart-looking MPs gathered around her, and it was then that
you resolved -- a resolve you kept through years of law school -- to
become a Member of Parliament. 

Your struggle to become an MP was difficult, to say the least.  After
a long, uphill political battle (in which your opponent pulled some
dirty tricks on you, made even worse by the fact that you hadn't
thought of them first), you finally made it to the Parliament seat.
It was hardly a landslide victory, but your tenacity had made it
yours.

You remember sitting in your new office the day after the election,
reading through reports.  You turned over the second-to-last report on
your desk -- and there, sitting under them all, was a thin folder from
some government outfit you'd never heard of.  Special Operations
Executive -- wasn't that disbanded after World War II? The folder
contained the Official Secrets Act, but not the one you'd seen before.
The third section\ldots well, you don't want to think about it.  The
other documents in that folder described certain details that -- well,
the oddest thing was that you'd seen many of these concepts before.

Years ago, you encountered a book that changed your view of your
existence.  You heard about the possibility of holes being torn in the
fabric of spacetime itself when powerful mathematical equations are
solved, creating a gate between our dimension and a realm populated
with demons too terrible to describe.  This was told to you by a close
family friend, the night before he supposedly ``moved to Africa'' and
was never heard from again.  But he left you the book, and you
devoured its contents eagerly.

Since then, you have dabbled in research about the entities from other
worlds.  You've had to keep it somewhat low-key, because technically
you're not supposed to know any of this.  But you're an experienced
politician, and gathering information from the unwary has always been
one of your strengths.  A bit of eavesdropping here, political
ass-kissing there, and bribery in extreme cases has gotten you the
information you need.  And what information it has been!

The more you learned about the demons from the extra-platonic realm,
the more nervous you became.  You know a thing or two about the
importance of allies, and how to win the favor of those more powerful
than you.  And from what you've heard about these creatures--fearsome,
dark beings who will destroy the minds of those who oppose them--you
want these Elder Gods as allies, not enemies.  The very concept
thrilled you.

By stroke of fate or luck, you've learned that \gameloc{} is located
on a sector of spacetime particularly vulnerable to rifts connecting
your world and theirs.  You've had to work for years to accumulate the
information you have, but if there's any time to put it to use, it's
here on the island of Dunwich.  You'll need allies in this, though.
Unfortunately, this opinion of the Ancient Gods is so unorthodox that
even in Dunwich, their worshippers (who calls themselves the
\bCthulht{}) must operate in deepest secret.

You remember dreaming, the night before you left for Dunwich.  You
were standing in a gray, featureless room, with two people to your
left.  One was a young \cFrosh{\human} (with the odd clarity of dreams, you
remember a nametag on \cFrosh{\them} that read \cFrosh{\intro}).  The other had
strange features, like a fish walking on land.  \cAlphaAsst{\Their}
name, you suddenly recall, is \cAlphaAsst{\intro}.  You must make
contact with them and help them appease the Ancient Ones, so that
their power can help Great Britain rule the world. 

You'll have to sit in on the negotiations, though.  It's irritating,
but it was the only way that you would have ended up in Dunwich.
You'll have to do your best to make sure that the treaty gets signed,
otherwise people might start suspecting that you're here for\ldots
other reasons.

It's terrible to see people fighting a power so much greater than
themselves.  They're only sealing their demise at the hands of the
Elder Gods.  But through the power of the Old Ones, Britannia will be
truly great again -- the Empire on which the sun never sets.

\begin{itemz}[Goals]
  \item Oversee negotiations between the people of Dunwich, \bAlpha{},
  and \bBeta{} without attracting suspicion to yourself.
  \item Contact the \bCthulht{} and help them appease the Elder Gods.
\end{itemz}

\begin{contacts}
  \contact{\cLaundryCaptain{}} The commander of the Dunwich Training
  Centre.  
  \contact{\cNegotiator{}} The representative of the \bLaundry{} to
  the negotiations.
  \contact{\cAlphaRep{}} The representative of \bAlpha{} to the
  negotiations.
  \contact{\cBetaRep{}} The representative of \bBeta{} to the 
  negotiations.
  \contact{\cFrosh{}}  A Laundry agent, and the leader of the
  \bCthulht{}.
  \contact{\cAlphaAsst{}} \cAlphaRep{}'s assistant, and a member of
  \bCthulht{}.
\end{contacts}

\end{document}
