TEXT: The World of Aden originAlly creATed by ShAne lAcy henSley
  The rulers of the various nations of Aden are well known 
  throughout the Known Lands. Their works before the Darkfall, 
  for those who sat in leadership at that time, were relatively well 
  known during a time of peace, but it is their actions since the 
  cataclysm that have elevated them to positions of celebrity or 
  notoriety, depending upon their disposition and that of those 
  evaluating them. For all who laud King Corben of Arasteen as 
  wise and just and at the same time denounce Lord Urbane of 
  Urbana as a despot and a tyrant, there are others who insist the 
  so-called Iron Tyrant has saved Aden from starvation with his 
  Thunder Trains and that the lord of the Radiant Order is merely 
  envious. The Queen Mother of Kyan, the Dust King of the 
  Rhanate, the Dragon Emperor of Vanora, the High Theocrat of 
  Carraway, the Grand Kazan of the High Steppes… all are well 
  known and loved and hated in equal measures. 
  But in Yzeem, the lords of a nation rule in anonymity.
  The nation of Yzeem is ruled by an ancient body known as 
  the Council of Seven, an organization that reigns with power 
  equal to any monarch but which is divided among seven coun-
  selors who must negotiate and agree with one another on any 
  actions taken outside the specific purview of their office. It is 
  not a particularly efficient system, and one that has been rife 
  with corruption at various points in the nation’s history, but it 
  is the only form of governance Yzeem has ever known, and as 
  some outsiders have pointed out, the ruthless political environ-
  ment it has created has often been a very accurate representa-
  tion of the ruthless mercantile environment that drives Yzeem 
  forward. 
  Credits
  Written by: Shawn Carman
  Editing: Shawn Carman
  Interior Artwork: Michael Sanchez
  For Kyoudai Games
  Shawn Carman, Creative Department
  Rich Wulf, Mechanical Design
  Ryan Carman, Logistics & Development
   
  Butch Carman, Chief Financial Officer
  Mike Brodu, Graphic Design & Branding
  Original Graphic Design: Robert Denton
  1
  
  History
  When the Rose Accords were established in Year 1 of the post-war 
  calendar, Yzeem was a land of merchants and farmers. Then as now, 
  most of the nation was desert, but the incredibly fertile lands around 
  the River of Life were abundant as ever and its banks were densely 
  populated by farmers and all those who lived to make their agricultural 
  lifestyle possible. Even in these days, merchants were a powerful force, 
  as most farmers transported their harvests south along the river to the 
  port city of Balaquim, which grew with each passing year, and there 
  sold it to merchants who would see it distributed to a dozen other major 
  ports all throughout the Known Lands. The farmers were paid well for 
  their labor, and were much satisfied. The merchants were paid even 
  better for their brokerage, and they too were satisfied. When the gath-
  ering at Rose began, it was a handful of the most powerful and well-
  regarded merchant princes who pooled their influence to send someone, 
  as Yzeem did not yet exist as a nation, and the merchant princes very 
  much wished to change that. Ultimately, their gambit was successful.
  The merchant princes who commanded the most significant influ-
  ence suddenly found themselves appointed as the ruling body of a 
  new nation, but the citizens of that new nation were not particularly 
  pleased that they had been left out of the process altogether. The new 
  ruling council found themselves facing a potential uprising of indignant 
  farmers before they had even truly established themselves. Because of 
  this, the initial council spent its first few months hammering out pain-
  fully intricate laws and systems that rewarded both the farmers and 
  the merchants, enough to make both parties agreeable to continuing 
  under the leadership of the council. This was intensely delicate work, 
  and required the merchant princes turned rulers to utilize their personal 
  wealth to fund the initial nation-building efforts in order to avoid 
  passing that cost on to the citizens. It was their plan, long-term, to begin 
  passing the cost of such things on to the citizens at a later date, when 
  they had become accustomed to the benefits of citizenship and would 
  be more likely to accept its cost. In this manner, the Council of Seven 
  began its leadership of Yzeem with good intentions but somewhat ques-
  tionable methods.
  It was during the eighth century following the Rose Accords that had 
  established Yzeem and the other nations that this council, which had 
  long struggled with corruption, became truly irredeemable. There had 
  been a long series of back-and-forth reforms and corruptions between 
  the powers that be in Balaquim, most notably the Council of Seven, 
  and the influence brokers at Rook’s Roost, who would one day devolve 
  into absolute piracy. (For more information on this relationship and the 
  history of Rook’s Roost, see Aden Gazette #8.) Unfortunately, the situ-
  ation degenerated until ultimately, Rook’s Roost was ruled by a council 
  of pirate captains, and through a combination of bribery and violent 
  coercion, they could command or at least restrict the activities of the 
  Council of Seven. The entire nation of Yzeem was crippled by criminals 
  at the very highest levels of influence.
  Since the organization’s inception, membership in the Council of 
  Seven was hereditary, with each member choosing their successor when 
  the time came. In the year 815, one of the Council passed away suddenly 
  in what was a long series of suspected but unproven incidents of foul 
  play. This particular council member had been notoriously resistant to 
  the corruption that had so thoroughly infected the body as a whole, 
  though his hands were hardly clean. When the other councilors looked 
  to his estate to determine who the late leader had selected as his replace-
  ment, they were informed that the replacement had indeed been chosen, 
  and had been notified, but at this replacement’s wish, would not be iden-
  tified. The other councilors took this as mere theatrics, a new leader 
  hoping to make a dramatic entrance, and took little note of it. They took 
  much more significant notice when their new colleague arrived at the 
  council chambers wreathed entirely in robes and an all-concealing veil 
  of brilliant green, and continued to refuse to identify himself.
  The Green Councilor, as the new member identified himself, stated 
  flatly that the Council of Seven had become hopelessly compromised 
  and could not, in its current form, possibly hope to truly govern the 
  people of Yzeem. He, then, would do so anonymously to ensure that 
  outsiders could not gain influence over him by threatening him, his 
  family, or his outside interests. The others scoffed at the idea, believing 
  such anonymity impossible to maintain, but soon discovered much 
  to their shock that the previous councilor had spent more than a year 
  preparing for this idea, secretly installing hidden passages and placing 
  powerful enchantments in the council chambers so that it would be 
  possible for someone to come and go without being followed. In fact, it 
  seemed that the dead councilor had spent almost his entire, considerable 
  fortune in achieving this result, so dedicated was he to the idea that the 
  Council of Seven must be reformed. Realizing that it was now possible 
  for the Yzeemite government to function without outside influence, the 
  others listened to the Green Councilor’s impassioned speeches urging 
  them to choose just and noble successors and abdicate their positions, 
  an act that would not only aid the people of Yzeem but which would 
  likewise free the councilors themselves from the nets of intrigue and 
  obligation in which they found themselves trapped. Not all listened, of 
  course, but more than might be expected did, and the Green Councilor 
  was soon joined by others, including the Black Councilor, the Yellow 
  Councilor, and the White Councilor. Within a few years, the entire 
  Council of Seven was replaced by anonymous leaders, and the Veiled 
  Council was born.
  Present Day
  The Veiled Council, as the Council of Seven is almost universally 
  called now, continues to seat seven leaders who rule over various 
  aspects of life in Yzeemite society. Each of these councilors wears iden-
  tity-concealing robes of a specific color to ensure that they can fulfill 
  their duties without being targeted by outside influences. There are a 
  myriad of secret passages, entrances, and exits into the council cham-
  bers, all of which ensure that the Councilors can come and go from 
  their meetings without being followed or watched. Powerful magic 
  further obfuscates these passages, as well as the council chambers and, 
  to a lesser extent, the councilors themselves. In addition to these arcane 
  defenses, the councilors are protected by a cadre of elite guards known 
  as the justicars, an irreproachable defensive force trained for literally 
  decades before they are ever permitted to actually oversee the coun-
  cilors in person, ensuring that they and their esoteric arts, both arcane 
  and militant, are loyal and incorruptible. The justicars are among the 
  most iconic warriors of Yzeem, and are regarded throughout the Known 
  Lands, rightly so, as just and deadly combatants.
  No system of government is perfect. The fact that the Veiled Council 
  is largely immune to outside influence is not enough to ensure that 
  there is no corruption, not in and of itself. Prior to the Darkfall, the 
  council had been operating under its current parameters for nearly 
  three hundred years, and as with any long-standing political institution, 
  there was corruption. Individual councilors came and went with more 
  interest in their own power and prosperity than in benefiting the people 
  of Yzeem. When the Darkfall happened, however, even the most self-
  absorbed of the councilors united to protect their people to the best of 
  their ability, throwing resources behind the armed forces to defend their 
  home from the nocturnals and quickly allocating funds and personnel 
  to erect defenses all along the River of Life. The process was not 
  completely successful, and there were many settlements that were lost, 
  but the bloodied and battered people of Yzeem cheered their leaders for 
  the lives they did save even as they wondered how they would endure 
  in this new, difficult life.
  Of course, it has been a decade since the Darkfall, and the mind can 
  become accustomed to even the most terrible horrors if given enough 
  time. The people of Yzeem seem to have accepted the new world as 
  it is despite that they may wish for the old days, and with that sense 
  of complacency, there is a hint of corruption that has returned to the 
  politics of the Veiled Council and Yzeem as a whole. There is nothing 
  2
  
  overtly malicious about the actions of the various members, but power 
  struggles between them are becoming more common and more overt, 
  particularly with the more long-standing members, and some who 
  follow such matters regard it as a matter of time before the first open 
  conflict between forces loyal to different councilors make break out 
  within the capital of Balaquim.
  The Black Councilor
  The Black Councilor is among the least talkative of the current 
  membership of the Veiled Council, and it is not uncommon for a 
  meeting to pass without hearing from her. Her duties ensure that she 
  often travels the length of the River of Life to inspect the defenses 
  erected around the settlements and the valuable farmland located there. 
  As such, she is more often seen by the Yzeemites who live outside Bala-
  quim, common folk who might go their entire lives and not see one of 
  the Veiled Council otherwise. This lends a sense of proximity to the 
  people, who identify with the Black Councilor more strongly not only 
  because they have actually seen her in person, but also because they 
  recognize that it is she who is responsible for their continued safety, 
  and her frequent travels are a strong indicator she takes that responsi-
  bility seriously. Because of her obvious size, it is generally believed that 
  the Black Councilor is either a jurak or a particularly powerfully-built 
  human woman.
  As might be gathered from the description of her activities, the title 
  of the Black Councilor is Commander of the United Army. When the 
  nation of Yzeem was founded, the merchant princes had little hope of 
  forming a true army, and feared that hiring a large number of merce-
  naries would be seen by the common people as the act of potential 
  tyrants. Instead they went to the city guard of various settlements and 
  offered superior equipment, asking them to work with the council at 
  Balaquim. This was the first vestige of the militia that exists today. 
  Much to the Black Councilor’s consternation, Yzeem does not now 
  nor has it ever had an armed force sufficient for anything more than 
  defense; it is one of the commander’s fondest wishes to retake Rook’s 
  Roost and wipe out the pirate forces that make their home there.
  Involvement: Not every member of the militia or city guard within 
  Yzeem is a member of the Black Councilor’s organization; to consider 
  them thus would cause her organization to vastly outsize all others and 
  would be prohibitively expensive for so many to be paid the wages of 
  a Veiled Council agent. Her representatives work in the hierarchy of 
  the armed forces, and are known as officers, although not all officers 
  of the army are members of the Black Councilor’s organization. The 
  Black Councilor favors agents who are martial in nature, most often 
  of the fighter, ranger, gunslinger or golemoid classes, but her need for 
  intelligence and logistics means that there are small numbers of individ-
  uals with arcane class backgrounds in her service as well, and a small 
  number of more treacherous operatives like rogues. 
  The Blue Councilor
  Although the alliances between different members of the Veiled 
  Council are typically of convenience and lack any significant staying 
  power, the alliance between the Black and Blue Councilors is the excep-
  tion. The two have voted in lockstep almost without exception since 
  the Darkfall took place, and well before then in many respects. This is 
  made all the more atypical by the fact that the current Black Councilor 
  has served on the council for twelve years, and the current Blue Coun-
  cilor only five. Whatever relationship exists between the former Blue 
  Councilor, now deceased, and his successor is unknown, but clearly 
  their shared respect for the Black Councilor was an important aspect of 
  the transition of power. The Blue Councilor is lithe where her counter-
  part is muscular, and dexterous where the other is powerful. Her race 
  is unknown, though her melodious voice has caused some to suggest 
  she may be an elf or half-elf. In addition to the constant political alli-
  ance between the two, there are many who suspect that the two women 
  are romantically entangled as well, due to the familiar context between 
  them even during the most formal of meetings. Others believe this is 
  mere projection or even a deliberate deception between the two coun-
  cilors to cause others to misunderstand their alliance
  The Blue Councilor serves as the Commander of the United Navy. 
  This force was once little more than a hodgepodge of merchant marines 
  cobbled together by the original Council of Seven from the ships and 
  crews that they had once hired to escort their merchant vessels through 
  dangerous waters. Over time, as taxes have poured into the treasury 
  of Yzeem with the growing influence of Balaquim over commerce in 
  the Known Lands, the navy has grown significantly until it is one of 
  the more powerful naval forces in the world. Only Arasteen, and more 
  recently Urbana, can rival it. Unfortunately, much of the navy is kept 
  in constant rotation to deal with the ever-present threat of piracy in the 
  southern seas. Like her ally the Black Councilor, the Blue Councilor 
  craves the destruction of Rook’s Roost and the breaking of the pirate 
  captains’ power, but cannot convince the Veiled Council as a whole to 
  commit to such a resource-heavy proposition until and unless they can 
  guarantee success, which at present they cannot do.
  Involvement: The Blue Councilor has much the same considerations 
  for her agents that her ally the Black Councilor does, albeit on a naval 
  scale rather than on land. For that reason, while she also favors repre-
  sentatives who utilize martial prowess, she prefers those who have 
  a more dexterous nature, which ensures that specialized fighters and 
  rangers have frequent positions among her ranks, as do rogues, but few 
  golemoids. Thunder scouts are rare but highly valued, and a handful of 
  sorcerers with a focus on water magic hold high positions within her 
  organization. Like her ally, the Blue Councilor’s agents are typically 
  referred to as officers. 
  The Green Councilor
  If the Veiled Council can be said to have a leader, then it would be the 
  Green Councilor. The Green Councilor is known to be a male elf, based 
  on his voice and longevity, as the individual who first proposed the 
  system of veiled rulership remains in the position three centuries later. 
  Presumably moving well into old age even for an elf, there has been 
  much speculation in recent years that the Green Councilor will soon 
  abdicate his position and select a replacement. When this happens, it is 
  possible the other councilors will move to rearrange the responsibilities 
  of the different members in hopes of one of the more senior among 
  them will take over the Green Councilor’s administrative duties. Others 
  have suggested that it is for this precise reason that the Green Councilor 
  still avoids retirement.
  3
  
  The Green Councilor’s position on the Veiled Council is Supreme 
  Administrator of the United Principalities. As such, he is tasked 
  with oversight of all activities conducted by the other members of 
  the council. He does not have authority over them, but he can and is 
  expected to report to the council as a whole about anything untoward or 
  even noteworthy that he sees taking place. In the event that he discovers 
  something amiss and presents it to the Veiled Council, a vote can be 
  taken to censure the councilor responsible and even place temporary 
  representatives in place within the accused party’s organization to 
  ensure that the practice is corrected. Needless to say, this oversight is 
  not particularly liked by the other members of the council, but thus far 
  everyone has respected the boundaries established when the Council of 
  Seven became the Veiled Council.
  Involvement: Of all the Veiled Council, the Green Councilor has the 
  most opportunity for player characters to be involved within his organi-
  zation. The Green Councilor’s agents are many and varied, and gener-
  ally are referred to by the term administrators. Because of their patron’s 
  role in oversight of the other members of the council, administrators can 
  be involved in any national interest of Yzeem and thus can be of any 
  race or class.
  The Red Councilor
  No villains sit upon the Veiled Council, not truly, but the Red Coun-
  cilor is the closest that the body has to such a title, and for most, he 
  is more than sufficient. The Red Councilor is an exceedingly intimi-
  dating figure, with his brilliant crimson robes, constantly surrounded by 
  a private guard of red-clad security that he uses in lieu of the traditional 
  justicar security force. For whatever reason, he seems to relish his repu-
  tation, and appears in public far more than any of his comrades except 
  possibly the Green or Violet Councilors, both of whom tend to meet 
  with the public more often than most. Some believe that he relishes his 
  reputation, while others (typically only the most charitable souls among 
  them) believe that the Red Councilor portrays himself as a necessary 
  evil in order to give the people someone to dislike rather than having 
  them distrust the council as a whole in his place. Given his duties, it 
  does seem likely that he would be loathed above all others regardless, 
  so it is possible that this interpretation may have some degree of legiti-
  macy, but the truth is known only to the Red Councilor himself.
  The position of Red Councilor comes with the title Grand Master 
  of Taxation, an incredibly important and influential role on the council 
  as well as throughout Yzeem in general. Despite this, however, the 
  Red Councilor has obvious designs on the only member of the council 
  who commands greater influence, and seems to crave the position of 
  Supreme Administrator of the United Principalities, currently held 
  by the Green Councilor. Many believe that it is this obvious avarice 
  that has prevented the Green Councilor from retiring, as he prefers to 
  wait until the Red Councilor, who is believed to be human, is forced to 
  retire first. In the interim, the Red Councilor is responsible for deter-
  mining the appropriate rate of taxes throughout the nation of Yzeem, 
  for farmers and merchants alike, overseeing their collection, and trans-
  ferring them safely to the treasury in Balaquim. His favor is heavily 
  courted by merchants of all sort, both legitimate and corrupt, in hopes of 
  gaining more profitable tax rates for their particular class of merchant, 
  sub-class, or even type of goods being sold.
  Involvement: Loyalty is by far the most valued trait to the Red Coun-
  cilor, far more so than anything else. Second only to loyalty is cunning. 
  His organization is full of agents, known generally as collectors, who 
  are fiercely loyal and do not question orders. Only those who are 
  cunning, most often rogues or arcanists of various types, can ascend 
  beyond the rank and file within his agents. His lieutenants are almost 
  exclusively powerful arcanists, most often sorcerers or magi, but others 
  exist as well. Whenever Balaquim is attacked, whether by pirates, 
  nocturnals, or some other enemy, the Red Councilor makes certain that 
  his agents are seen acting in defense of the city.
  The Violet Councilor
  Much like the Green Councilor, the Violet Councilor is extremely 
  well regarded by native Yzeemites, with the exception of the most 
  ardent and zealous converts to foreign faiths, and this latter fact is due 
  only to her necessary oversight of those faiths. The Violet Councilor is 
  believed to be a faerkin due to her diminutive size, although her serene 
  demeanor belies many of the negative stereotypes commonly levied 
  against that race. She is a close associate of the White Councilor, and 
  the two of them often regard themselves as the custodians of Yzeemite 
  culture. This can and has placed them at odds with the more stable alli-
  ance between the Black and Blue Councilors, but there is no animosity 
  between any of the four women; they each seem to understand that their 
  duties must take precedence over matters of personal preference or 
  simple political posturing. 
  The position of Violet Councilor holds the title High Ambassador 
  to the Known Lands, but this is not an all-inclusive description of her 
  actual duties. She is responsible for the embassies Yzeem maintains 
  in other nations as well as overseeing those embassies other nations 
  maintain in Balquim, but she is also responsible for the presence of 
  foreign faiths in Yzeem, the most common of which are the Radiant 
  Path, the Church of All Saints, and the Way of the Ten Beasts, although 
  there are others. Because these faiths originated outside of Yzeem, and 
  as such are products of foreign cultures, the Veiled Council believes that 
  they must be carefully observed to determine if their ongoing influence 
  could have an adverse effect on the native culture of Yzeem. As such, all 
  shrines or temples devoted to faiths that originate from beyond Yzeem’s 
  borders are monitored by the Violet Councilor and her agents. Some, 
  particularly those from nations whose theologies are being scrutinized, 
  4
  
  find this overly controlling and invasive, but to the 
  Veiled Council, it is merely a means of ensuring that 
  the stability of Yzeem is not threatened, and they 
  have rarely if ever in their centuries-long history 
  taken any steps to censure individuals or individuals.
  Involvement: The Violet Councilor’s role as both a 
  diplomat and overseer of foreign religions and their 
  influence on Yzeemite culture makes her a well-known 
  figure throughout the nation, and her agents, ambas-
  sadors, are generally well liked. They rarely if ever 
  demand anything of their kinsmen and strive to be cour-
  teous and accommodating to foreigners at all times. They 
  are also responsible for maintaining any and all embassies 
  that the Veiled Council maintains on behalf of Yzeem in 
  other nations, which is normally a pretext for ensuring that 
  their commercial interests are respected. The Violet Councilor 
  currently maintains embassies in Vanora, Arasteen, and Urbana, 
  with one being discussed for Synthica. Because of the dual role that 
  ambassadors play, the Violet Councilor prefers to recruit individuals 
  with a diplomatic nature and a strong spiritual side, including clerics, 
  thaumaturges, and even the occasional monk or paladin among her 
  agents.
  The White Councilor
  Law-abiding citizens of Yzeem love the White Councilor and regard 
  her as the defender of their civilization. It may be the Black Councilor 
  whose efforts see their homes kept safe from outsiders, but it is the 
  White Councilor who keeps them safe from those among their ranks 
  who have stooped so low as to prey upon their kinsmen. While the 
  White Councilor is greatly respected and admired, it would not be accu-
  rate to say that she is beloved, for her demeanor is not one that engen-
  ders affection. She is precise and exacting in her words and questions, 
  and very detached from any display of emotion other than the occa-
  sional bout of righteous indignation at particularly egregious incidents 
  of the law being disrespected or the people of Yzeem being victimized. 
  She is also very scholarly due to the nature of her duties, and when 
  possible she pays visits to the various learning institutions found within 
  Balaquim in order to ensure that the next generation of her countrymen 
  are receiving the most robust, thorough education possible.
  The White Councilor is the Keeper of Law, the simplest title for what 
  is possibly the most wide-reaching duty afforded to a member of the 
  Veiled Counsel. While the Red Councilor’s duties as taxation overseer 
  cover the entirety of the nation, much as hers do, the White Councilor 
  is also responsible for maintaining the body of laws that govern the 
  nation, updating them as necessary, applying them in an almost infi-
  nite variety of cases, and administrating them justly, all while deter-
  mining what cases, if any, warrant further consideration after being 
  settled at a lower level of authority than her own individual attention. 
  The White Councilor has missed more sessions of the Veiled Council 
  than any other member except the Yellow Councilor, who can go weeks 
  without attending during monsoon season, all due to her constant effort 
  to review as many cases as possible and ensure that the actions being 
  taken on her authority are, in her educated opinion, just.
  Involvement: The White Councilor has numerous agents, present in 
  large numbers in Balaquim but found in every settlement of any signifi-
  cant size throughout Yzeem. These agents are known as magistrates, 
  and oversee law enforcement throughout the nation. Most have hired 
  subordinates who do not technically serve the White Councilor, known 
  as marshals or constables, but when justice must be meted out, it is 
  always a direct servant of hers who does the sentencing, to ensure that 
  those who pass judgement are well versed in the law and its just appli-
  cation.
  The Yellow Councilor
  The sunrise-bright robes of the Yellow Councilor and her representa-
  tives are a constant sight in the sprawling docks of Balaquim’s massive 
  port, and though they are the source of much consternation among 
  visiting merchants, the stability that they represent is much appreciated 
  even if few would ever voice such appreciation. The Councilor himself 
  is on the docks almost daily, although protected by a vigilant unit of 
  justicars, and often meets with some of the most influential captains 
  himself, even conducting firsthand inspections on rare occasions. Those 
  captains who disdain the notion of courting the favor of the Red Coun-
  cilor find the Yellow Councilor a much more approachable, reasonable 
  man, one who will listen to rational arguments and respond accordingly 
  rather than merely favoring those who stoop to sycophantic lows in 
  order to gain that which they desire.
  The position of Yellow Councilor holds the title of Supervisor of the 
  Grand Port of Balaquim, and is possibly the most culturally influential 
  member of the Veiled Council after the Green Councilor or perhaps the 
  Violet Councilor. Certainly, none of the other councilors are as aggres-
  sively overworked as the Yellow Councilor. He is believed to be an 
  elf, or at least an arcanist of some sort, because he often goes entire 
  days without sleep, working around the clock to ensure that Balaquim 
  continues to function at maximum efficiency. While the Red Coun-
  cilor determines tax rates that affect the various merchants who ply 
  their trade in Balaquim, and the White Councilor is responsible for 
  the laws that govern the transactions generating those taxes, it is the 
  Yellow Councilor and his organization that oversees the port directly, 
  and as such has what is doubtless the most daunting logistical chal-
  lenge of any being in the nation. To his tremendous credit, he maintains 
  an incredible degree of efficiency in the port and ensures that literally 
  hundreds of arriving and departing ships are granted berths, inspected, 
  and permitted to unload and disembark in a timely manner. There are 
  many captains who grouse about the regulations and the inflexibility of 
  those who wear the yellow robes, but none can doubt their skill.
  Involvement: The agents of the Yellow Councilor, known as inspectors, 
  are most likely unsuitable for most player characters and campaigns, 
  because their duties are centered around the port at Balaquim and rarely 
  take them outside the city itself. Investigatory skills are the most prized 
  trait among the Yellow Councilor’s agents, and as such he employs 
  large numbers of intelligent individuals who have practical uses for 
  their skills, including alchemists, investigators (obviously), and even 
  a handful of bards.
  5
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and 
  in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License 
  except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest 
  in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License 
  to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by  
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Pathfinder Roleplaying Game Bestiary. © 
  2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat.  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn Carman and Rich Wulf.
  Thunderscape The Aden Gazette #9, The Veiled Council of Yzeem. © 2018 Kyoudai Games, LLC; Author: Shawn Carman.
  6
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kyoudai/Aden Gazette 09 - The Veiled Council.pdf