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Into

Oblivious
the

Depths
A BLACK VOID SCENARIO
| CHRISTOFFER SEVALDSEN
CRYSTAL MAZUR
Survival
is only the beginning...

AN ESOTERIC ROLE-PLAYING GAME BY


CHRISTOFFER SEVALDSEN
Cr
C edits
redits
Black Void created by
Christoffer S. Sevaldsen

Original storyline by
Crystal Mazur

Written by
Crystal Mazur & Christoffer S. Sevaldsen

Edited by
Christoffer S. Sevaldsen

Layout by
Christoffer S. Sevaldsen & Daniel Barros

Heuristic Creative Custodian


Deborah J. Corton

Artwork
Lucca Medeiros, Ekaterina Yastrubetskaya, Tomas Richards,
Aske Schmidt Rose, Tan Nguyen, João Fiuza (inkognit), & Christoffer S. Sevaldsen

Special thanks to
All the wonderful people around the world whose kind
words and encouragement has made all the difference!
Thank you to all the Voidfarers for your valuable feedback and input.

Published by
Black Void Games
Amaliegade 13B, 3.mf.
1256 Copenhagen K
Denmark
www.blackvoidgames.com

ISBN 978-87-93781-09-2
Product code: BVG017D / MUH052244-PDF
1st edition

© 2020 Christoffer Schultz Sevaldsen - All rights reserved.


No part of this publication may be reproduced, photocopied, stored in a retrieval
system or transmitted in any form or by any means - for example, electronic,
photocopy, audio recording - without the prior written permission of the publisher.
“BLACK VOID” logo trademarked by Christoffer Schultz Sevaldsen

All artwork and image rights are owned by Christoffer S. Sevaldsen, Black Void Games
Additional graphic elements are used under the full extended license from www.designcuts.com

This is a work of fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional except for people and elements described in a historical context.

Disclaimer
For potentially impressionable readers/players it should be noted that this game is not meant to reflect or
indeed be applied to reality. The themes, events and ideas expressed in the Black Void RPG are fictional
and do not reflect any belief, political conviction, opinion or existential viewpoints of its author(s).
It is merely a game, meant to entertain and excite… Nothing more, nothing less!

4
Into
Oblivious
the

Depths
PREFACE APPENDIX
Scenario setup 7 ANTAGONISTS, ALLIES & NOTABLE PEOPLE
Arbitrating 8 • Al’Lilla 95
The Story 9 • La’Dian Ku’Tadh 96
Ahniar 10 • Na’Vari 96
The Tadh Consortium 11 • Somesht Ku’Tadh 98
Characters 16 • Trapped MindNebula 98
• Waeha 98

INTO THE OBLIVIOUS DEPTHS GROUPS & FACTIONS


• Dome City Dwellers (Ly’okan) 100
THE NEW EXPEDITIONARY CREW 22 • Glacial Fortress Colonists 100
• Hoarders 101
WE SAIL INTO THE BLACK 28 • Human enclave 101
• Ihma-Arun Sect 101
HAZY EDEN 32 • Advisory Caucus 102
• Rapacious Plants 38 • Tadh Consortium 102
• The Abandoned Cities 39 • Azure Savannah Villagers 102
• Prowling Night Beasts 40
SENTIENT SPECIES
THE PLOT THICKENS 42 • Citauqa 103
• Ly’okan 105
AMBER OCEAN 46 • Huyn, arctic 106
• Sky Eaters 48
• Citauqa meeting 49 BEASTS
• The Below 50 • Decrepit Beasts 108
• Leaving Amber Ocean 55 • Sky eaters 110
• Void roaches 111
FINDING WHAT WAS LOST 60
• Leaving the Borderworld 64 MAPS
• Ahniar 114
SWAN SONG 65 • Consortium grounds 115
• The Sentinel 116
GLACIAL TUNDRA 68 • Hazy Eden 117
• The Huyn Colony 72 • The Below (Amber Ocean) 118
• The mines of the Huyn 75 • Sentinel wreckage 119
• Leaving Glacial Tundra 76 • Huyn fortress 120
• Azure Savannah 121
A DRASTIC TURN OF EVENTS 77 • Village 122

AZURE SAVANNAH 82 HANDOUTS 123


• The Village 84 • Ku’Tadh Charter 123
• Al’Lilla’s 1st missive 124
STAYING ON AZURE SAVANNAH 86 • Al’Lilla’s 2nd missive 125
• Al’Lilla’s 3rd missive 126
GOING ROGUE 88 • Caucus directive 127

RETURN TO AHNIAR 90

CONCLUSION 93

5
P r e face
Preface
6
S
Sce nar i o
setu p
Whenever a scene or event has a specific opportunity for

cenario characters to obtain pertinent information from noticing a


plot-relevant detail, an observation box is provided.
If the characters succeed in their attempt, the Arbiter can

setup choose which observation is revealed or make a roll to


randomise the result from a table – if multiple options are
available.

While most obstacles and tasks in the scenario follow the


If you are unfamiliar with running Black Void scenarios, regular rules regarding action difficulties, some have specified
this introduction explains the various elements and how predetermined difficulty ratings that are marked in square
everything works. brackets [].

To play this scenario, you need a copy of the Black Void The appendix detail complete descriptions of antagonists,
core rulebook, some twelve-sided dice (at least one for each allies, and other non-player characters, including their game
player) as well as pen and paper. Other implements such characteristics, skills, and combat abilities where needed.
as figurines for combat and such can be used but are not a Maps, faction descriptions, new sentient species and beasts
necessity. can also be found in the appendix.

A role-playing game scenario is a story much like the plot Details about Voidfaring, background stories and information
in a book, with the distinct difference that the story is not on the various creatures, peoples and species can be found
fixed but depends on the players’ decisions and actions. The in the Black Void core rulebook.
scenario provides a framework for the players to act within.
It is they who decide where to go, what to do and - in so Arbiters can download a PDF containing the various maps
doing - shape how the story progresses. and handouts using the QR code below.

Black Void scenarios are organised in a particular way, SCAN TO


making it easy for Arbiters to control and narrate the story. DOWNLOAD
Overall, the scenario is divided into scenes, each with a THE SCENARIO
number of events and occurrences. MAPS AND
HANDOUTS
Each scene contains a brief synopsis, a location description,
applicable maps, a non-player character overview, and
usually some annotations the Arbiter should keep in mind
for the scene. The different events and encounters follow
a formula providing the Arbiter with everything he or she
needs to weave an engaging and dramatic story for the
players.

Some events are arbitrary, occurring either randomly, at the


Arbiter’s discretion or purely as a consequence of player
agency to add further facets and depth to the story.

Wherever possible, the scenario provides several ways to get


from one scene to the next, enabling player autonomy rather
than leading them on a specific linear path.

Throughout the scenario, particularly essential and


supplementary information is noted in distinct frames to
assist the Arbiter with NPC interactions, providing rumours
or knowledge, location, or background-specific details, and
so on.

7
Ar b itrating
It is recommended that the Arbiter reads through the NPC

Arbitrating descriptions to get familiar with their motivations, quirks,


and particular demeanour to bring their personality to life
and appreciate the impetus for their behaviour.

Several of the established NPC’s – such as the Tadh


Before running this scenario, the Arbiter should note that it Consortium crew members – can certainly have their stories
is ideally suited for four to six characters, each in the 75-90 expanded upon and provide enticing avenues to delve into.
points range. If the characters are outside this range, the
Arbiter can reasonably tweak adversaries to suit less or more The characters are employed by the Tadh Consortium in
capable characters as required. collaboration with a human enclave of Llyhn to explore
several worlds. It is up to the Arbiter to decide which of the
The scenario is written to work equally well as a three known enclaves is the collaborator.
comprehensive mini-campaign played on its own or be used
as part of an ongoing extended campaign. For the latter, The human benefactor may even be the secretive Kana’ra
the scenario can be integrated in its entirety or elements – Vorthaxa trying to expand his burgeoning empire beyond
specific world explorations – can be picked out and used the borders of Llyhn – adding a further layer of intrigue to
separately. the plot.

While the plot is a complete story arc on its own, it is also If the scenario is played as a stand-alone story, it is possibly
somewhat open-ended, providing numerous possibilities for not vital which collaborative enclave is chosen, but if it is
further exploits based on the occurrences of this story. part of a campaign – or perhaps the beginning of one – it
holds substantial significance.
The scenes are arranged in the most regular order of
occurrence, but the chronology of the various world-visits Should the characters already be members of, or otherwise
can be rearranged to accommodate the characters’ choices involved with an enclave, it seems natural that this enclave
as the Arbiter sees fit. is the collaborator.
It is recommended, however, that the Arbiter introduce The characters would probably have been appointed as
the messaging with Al’lilla and the Tadh Consortium in the representatives for the endeavour – but this is for the Arbiter
suggested order to keep events progressive and build the and players to decide.
suspense and trepidation throughout the story.

The story delves into one of the Black Void setting’s central
concepts, namely Void traversing and world exploration,
while keeping the theme of humanity’s struggle for survival
and resurgence at its core.
The characters are taken on a harrowing voyage of discovery,
horror, and intrigue that offers opportunities for profound
role-playing, shrewdness, and raw, brutal combat.

Furthermore, each of the worlds the characters explore


presents its own challenges, including the inherent dangers
of Void travel, environmental hazards, monsters, native
S afety mechanics
inhabitants, and more esoteric perils.
Arbiters should provide a content warning to all players
During the scenario, the group will also learn about about the horror elements of the scenario and mention it is
the history, objectives, and ultimate aims of the Tadh subject to player actions as well.
Consortium, and get embroiled in the hidden machinations
and intrigues within the faction. Arbiters who wish to push the limits of horror for this
The scheming, anxiety and horror witnessed along the way scenario should give players the option to not participate in
could easily cause tension between the protagonists and scenes that may potentially be distressing for them.
prompt exciting group dynamics. If there is another safety mechanic your group uses, please
feel free to incorporate that into your game.
While the scenario is written to be run as-is, the narrative
has been kept open enough to give ample opportunity These safety mechanisms are in place so everyone can enjoy
for creative Arbiters to weave their own sub-plots and the game and explore deeper into some of the darker aspects
alternative storylines into it. of this scenario.

Many of the locations – such as the Dome cities CONTENT WARNING: Body horror, animal horror,
in the Amber Ocean – also provide abundant drowning, torture, mind probing, deep water, esoteric
possibilities for Arbiters to introduce additional horror, otherworldly entities, Void death, and ordinary
NPC’s and plot hooks as the characters explore. death.

8
Thhee SSt
T ory
tory
The Tadh Consortium is a Ka’Alum faction dedicated to
launching Void-traversing expeditionary vessels and crews to
discover and explore new worlds. The expeditionary crews
study, document and log information about the worlds,
their inhabitants, flora, fauna, and resources as well as any
other notable features. This information is then accumulated,
analysed, and offered to the affluent patrons funding the
expedition.

Following an agreement with one of the human enclaves


in Llyhn, a crew is contracted for a provisional venture to
investigate and further expand the number of known worlds
inhabitable to humans.

The crew will voyage to new worlds, collect information,


and report their findings back to the Consortium. Uncharted
travel between worlds is known to be precarious, but the
potential rewards to be reaped for both the crew and the
patron human enclave are massive.

The night before they depart, the expeditionary crew is


offered curious information from an unexpected source. This
lends the entire venture a new perspective as they prepare
to dive into the oblivious depths of the Void.

The crew is given a charter detailing the four worlds they


are to explore. Each destination is outlined with the sparse
information previously acquired by the Consortium, giving
the crew an understanding, however, limited, of what awaits
them. The four worlds are labelled: Hazy Eden, Amber
Ocean, Glacial Tundra and Azure Savannah.

Each destination holds its own mysteries and rewards, and


as the characters progress from world to world, the power-
struggles and intrigue permeating the Tadh Consortium
become apparent. An eventual shift in command jeopardises
not only the continuance of the expedition but potentially
the very lives of the characters as the Consortium’s new
authority and agenda are revealed.
Ahni
Ahniarar 3
The scenario takes its beginning on the Ka’Alum core world,
Ahniar. The globe has a warm moist environment and is
roughly half-covered with oceans, seas, and large lakes. Most
of the subtropical globe’s exposed land sees regular rainfall
across all regions, resulting in a consistent environment across
the various continents.

The landscape is made up of gently rolling hills, vast steppes,


and fertile grasslands interspersed by scattered forested
areas and a few dense jungles. The few mountain ranges
are notable by their long gentle ascents and relatively low
summits.
3
The Ka’Alum have mastered shipbuilding and seafaring and
have transposed these skills into producing some of the most
beautiful and capable Void vessels ever built.

Every major Ka’Alum port city is a hub for Void vessels that
ferry travellers and cargo between the Ka’Alum federation
worlds, and to most other places in the known Cosmos. The
capital, Shia’far, is among the largest and most spectacular
cities found across the civilised societies.
2
Roughly a day’s journey outside Shia’far on the border
of a cultivated jungle park lies the Ku’Tadh family estate
comprising the Tadh Consortium. This location and
connectivity have allowed the Consortium to readily gather
funds and clients for its endeavours from the zenith of the
Ka’Alum hierarchy and later from affluent off-worlders.

A small harbour and dockyard have been constructed on the


adjacent lake to accommodate the coming and going Void
vessels. Various buildings hold the archives, administrative
buildings, barracks, library, and workshops used by the
expeditionary crews, scholars, and Consortium staff.
3

Midway between the Ku’Tadh palace and Consortium


grounds lie the Symposium pavilions where Ka’Lacunae
Ku’Tadh, the head of the Consortium, meets with the
advisory Caucus as well as patrons and clients.

Locations
KU’TADH ESTATE (1): Comprising the Ku’Tadh estate,
Tadh Consortium and associated harbour.

SHIA’FAR (2): A massively sprawling twin-megalopolis,


Shia’Far is the crown jewel of the Ka’Alum federation
and the epicentre of the federation’s power.

MAJOR CITIES (3): Grand cities in their own right, 1


multiple large cities supply the nearby capital with
a constant flow of resources, foodstuffs, slaves and
other necessities.

10
The Tad h
Conso rti u m
The T adh
Consortium
The Tadh Consortium was founded as an effort to aid the
new Ka’Alum federation to find and populate habitable
worlds with the aim of currying favour and affluence. This
has since expanded to include further and otherworldly
patrons able to provide unique compensation and prospects
for services rendered.

The Consortium is considered the first of its kind in the


federation and retains its reputation as a pioneer in Void
faring exploration.

The overall objective is to send expeditions to find inhabitable


worlds, explore and record information on them, and then
report the findings for the Consortium to pass along to
affluent patrons and clients. They have multiple Void vessels
and crews that are funded and overseen by the Consortium
itself, and a few that are contracted by outside clients.

The Tadh Consortium has positioned itself as a leading


purveyor for a plethora of factions seeking new opportunities
on uncharted worlds. The Consortium crews are specialised
in excursions with the goal of surveying, studying, and
verifying the natural resources, flora, fauna, and minerals
found on such worlds.

The information is often sold to patrons, factions and other


clients looking to establish colonies, cultivate settlements or
harvesting resources. Factions and patrons typically deal in
valuable assets, esoteric materials, slaves, exotic animals,
rare minerals or herbs and ingredients used in intoxicants
or hallucinogenic substances.

The Tadh Consortium does not take a formal stance on


the use of the gathered information or how resources are
eventually obtained. The Consortium concerns itself only
with honouring its contractual obligations.

The Consortium’s scholars and sages have made


significant progress when it comes to the vessels,
gear and equipment used by their crews, as well as
documentation methods for gathering information.

The Tadh Consortium elders are exceedingly proud


of and vocal about pioneering the methods and
efforts in this field of endeavours.

11
worlds. This is an olive branch opportunity the Consortium
What do they do?
does not want to waste. Furthermore, the explorers are to
keep watch for any ruptures leading to other worlds that may
The Tadh Consortium contracts individuals and explorer be of interest to the Consortium for prospective destinations.
groups to find and investigate new and uncharted worlds.
The crews explore and possibly make contact with any
sentient species found on the world in the hope of opening
new trade routes or establishing diplomatic relations in the
future. This all contributes to the Consortium’s considerable
knowledge of species, cultures, resources and Powers across
the Cosmos and in the Void.

While most of the clientele are renowned patrons or


federation representatives more than willing to be outspoken
about their efforts, the Consortium also receives abundant
private donations from undisclosed benefactors with more
shady aims.

The Consortium headquarters employ and hosts many species


and entities from all over the Cosmos and the Void. Each
of these providing a unique perspective and contribution
to advance the enterprise. The current Consortium leader, Consortium staff & crew
Ka’Lacunae La’Dian Ku’Tadh, is a Ka’Alum elder from the
prominent Ku’Tadh family that founded the Consortium. The Consortium employs a plethora of species fulfilling
the myriad of vocations and roles to make the organisation
The family, notably, is not part of the political elite of the function. They are all bound by a shared passion for
federation but are making gains within this sphere from their exploration and reaching new horizons.
endeavours in world exploration.
The Tadh Consortium has funded many different expeditions
The Consortium keeps an advisory caucus consisting of since its founding and has invested considerable efforts and
varied species to draw upon the strengths of differing resources into adjusting and enhancing their equipment,
cultures, recognising the benefits of diversity within their vessels, and methods to facilitate their efforts.
field of ventures. Although humanity does not have a chair Their fleet of Void vessels has grown considerably, and they
on the caucus, rumours are floating around that Ka’Lacunae occasionally contract certain jobs out to other explorers if
Ku’ Tadh sees potential in the species and is looking for the their own fleet is already engaged. This has given them a
right one to appoint. certain amount of freedom for picking the right Voidfarers
and crews for assignments.
This notion has caused much grumbling and mild outrage
among most of the other advisory caucus members, who All explorers are vetted and placed within a crew that fits
look upon humanity as an inferior nuisance to be ignored together, comprising a palette of different skill-sets and
or exploited. specialities. The Voidfarer stays with these crews and ships,
often living together on and off assignments.
Expedition destinations are usually based upon hearsay, There is little idle time for most explorer crews. Many
reports obtained from dubious sources or – in rare cases – crewmembers never leave the ship they are assigned to and
from someone who has actually been to the world. As often choose to keep all their belongings and personal effects in
as not, charters include several specific worlds to visit. The their appointed cabin or bunk.
explorers are ordered to keep to their list of worlds and only
deviate if unable to reach their designated world. The exploration fleet consists of multiple crews, each with
their own vessel. These ships are fitted with reinforced hulls
Their primary objective varies but generally revolve around for additional protection both on Cosmic worlds and when
documenting as much information as possible for use later traversing the Void. They have been built with spacious
on in an advisory caucus assessment. cargo holds and extensive sample storage compartments to
allow for longer journeys.
This information can range from fundamental studies of
habitability, the environment, vegetation, wildlife, sentient Each expeditionary crew has numerous tasks they are
species and their culture, as well as any concerns or responsible for when journeying into the oblivious depths
hazards the world or its inhabitants face – Cosmic or and beyond.
Esoteric. All of this is useful information for future
expeditions and interactions. Each crew usually has several Void navigators and at least
one scribe in charge of information collection and keeping
The explorers are ordered to either remain the journey log of the travels and discoveries. All logs will be
inconspicuous or establish good relations with any held and handed over to the Consortium once the expedition
found native species or inhabitants of the explored is completed.

12
The Consortium employs several Mystics utilising their
capabilities and studious ingenuity to aid the explorer crews.
A few crews have been assigned Mystics that have bonded
with MindNebulas, allowing them to store impressions and
gathered information.
MindNebulas also provide the ability to convey messages at
regular intervals by sending the MindNebula intermittently
back to the Consortium while the crew remains on mission.

When a MindNebula returns to the Consortium, several


designated recipients are bonded with the creature, droningly
conveying its information to scribes.
This gives the Consortium sages, and scholars access to
newly gathered information for study and assessment while
the crew remains abroad. These bonded Mystics have been
invaluable to the Tadh Consortium’s activities and are given
high status and exorbitant pay accordingly.

Each crew consists of anywhere between 4-8 individuals, all


with some sort of unique skill that may come in handy for
Consortium secrets
their assignment.
The Tadh Consortium is not without its secrets. This truth
The expedition crews are all outfitted with superior quality is known only to a very select few, though some may have
gear to help them survive and trek through most known types small bits and pieces of it, or it has become so wrapped in
of environments and landscapes. From glowworm containers, absurdity nobody believes it.
light-weight silk ropes, face masks, and implements for fire Those on the advisory caucus also spread information around,
making, there is a good chance a necessary item is stored on some true, others just short of the truth to create confusion.
one of the ships provided by the Consortium. In reality, very few know what the actual intention and goals
are, and that is precisely what the Tadh Consortium wants.
In addition to the expeditionary landing parties themselves,
the vessel crews come with a variety of skills. Mariners, While the Consortium is publicly controlled by Ka’Lacunae
navigators, hunters, craftsmen, scholars, physicians, and Ku’Tadh and follows the set vision, the donations coming
warriors are all equally employed by the Tadh Consortium from many different ruling houses and factions support vastly
for expeditionary troupes. different objectives.
The advisory caucus is made of members from a myriad of
different worlds, nations, and species with many sharing the
goal of keeping humanity and several other upstart species
as the dregs of the Cosmos.

With humanity beginning to show aspirations of power and


proving its perseverance and determination, many of the
civilised species have taken notice and perceive a threat in
letting humanity obtain a home.

That is why the actual aim of the advisory caucus – and


therefore the Consortium – is to seek out information about
worlds that may be suitable as a new homeworld for humans
and ensure that such globes remain obscure, inaccessible or
otherwise unattainable to humanity.

This information is strictly controlled, and anyone


who discovers the truth is silenced. Tragic accidents,
disappearances, sickness, and death are common for
expeditionary crews and explorers.

The Consortium only keeps a limited number of


expeditionary crews as a control method for information.
The contracted crews are all from worlds that have
no interest in actually letting humans find a new
homeworld. So the appearance of furthering the
assignment is maintained, while the real goal is kept
a secret from the masses.

13
Trav e lling t
Travelling he C
the Cosmos
osmos

The core worlds and many others already have stable rifts Once the expedition embarks on their voyage one or more
and ruptures, enabling travel between them. These rifts have Void guides usually assist the Primary Navigator to ensure
either naturally formed or been cultivated over many years that multiple Void sensitive Consortium members can
to be open continually and be large enough to allow ships recognize the torrent flow subsequently.
to pass through with ease.
Once they proceed past known areas, it is the expeditionary
With many known and established Void trade routes crews’ task to document what is observed while travelling
controlled and tithed by the Red Galleys of the Unseen to the new world. These discoveries are logged by the
Rulers, there is a considerable impetus for finding new accompanying scribes to be assessed and inscribed into the
opportunities outside their sphere of influence. Consortium charts later.
The Tadh Consortium has designed its own cryptic
Traversing the Void to discover new worlds without coordinate structure and references it for communications
established routes or stable ruptures is incredibly precarious, about placements and worlds in case the logs, charts or
arduous, and hazardous. However, the rewards are seen as diagrams should fall into unwanted hands.
worth the risk to some entrepreneurial individuals.
Once a conduit and current to a new world is discovered,
The Tadh Consortium is mapping out their discovered it is the expeditionary crew’s responsibility to determine
ruptures and Void currents in an effort to establish diagrams whether the rupture they emerge from is stable or need to
detailing new-found routes and worlds as well as the means of be maintained or even expanded to make the route reliable
traversing the Void to reach them. Whether their aspirations for future use. These measures are implemented by the
are to someday rival the Unseen Rulers is unstipulated. Still, Consortium Mystics and are occasionally also necessary to
their efforts do seem to indicate the inclination. accommodate larger vessels and caravans. Such activities are
intermittently done without the consent or even knowledge
The Consortium diagrams are continually being improved of local sentient inhabitants of the world.
and enhanced as more information is uncovered about
ruptures and potential Void currents to undiscovered worlds. It is a Tadh Consortium principle that stable rifts be
These maps are always heavily guarded and kept in a vault established on every newly discovered world in case future
in the Tadh Consortium. Their information is rarely shared needs warrant further visits. Or exactly the opposite, should
and only at a very hefty price. the reverse be the case - as stipulated by the covert mandate
of the advisory caucus.
To mitigate the inherent dangers of traversing unfamiliar
Void currents, the Tadh Consortium takes advantage of
already known currents to send scouting crews or ships
through to get close to the intended destination or entry rift
before exploring the new route.

14
Notable people (NPC’s)

AL’LILLA:
A halfblood scholar
working for the Tadh
Consortium, analysing
and compiling annals
of explored worlds.
If she encounters the
characters, she will
warn them of peculiar
Groups & Factions happenings and aid
them with information
DOME CITY DWELLERS: All belonging to a species known about a previous ill-fated
as Ly’okans, migrated from the surface of the Amber ocean expedition.
world, and now living in large crystalline domes on the ocean
floor.
KA’LACUNAE LA’DIAN KU’TADH: The elder
HOARDERS: An amalgamation of stuck Voidfarers trapped Ka’Alum sees potential in humanity and has initiated a
in the bedrock caverns beneath the Amber Ocean. They collaboration with one of the human enclaves in Llyhn
survive on gathering trash, debris and whatever they can find to find worlds where humanity could thrive. La’Dian
to sustain themselves, trading with each other and the Dome believes that mankind will rise to affluence and sees great
dwellers to scrape by. opportunities in being alongside them when they do, and
perhaps even enabling the climb.
HUMAN ENCLAVE COLLABORATOR: One of the
human enclaves of Llyhn collaborating with Ka’Lacunae
Ku’Tadh to find habitable worlds for human colonies. The NA’VARI: This Ka’Alum Mystic
Arbiter decides which of the human enclaves is involved in is bonded with a MindNebula.
the collaboration. The bond allows her to convey
her thoughts, impressions, and
IHMA-ARUN SECT: An Aq’Jarea assassins sect hired by the memories to the MindNebula,
Consortium to remove unwanted personages. which then journeys back and
deposits these in the minds
of recipient sages on Ahniar.
She is also a capable Mystic
able to support the
expeditionary crew
on their voyage.

SOMESHT KU’TADH: The Advisory Caucus member


who takes over control of the expedition once
THE ADVISORY CAUCUS: A conclave advising Ka’Lacunae Ka’Lacunae Ku’Tadh has been deposed. This Caucus
Ku’Tadh on all Consortium matters. Consisting of various member vehemently believes that humanity is nothing
species, the Caucus represents most of the species that the but a nuisance to be exploited or eradicated.
Consortium has dealings with. Due to recent events many
of them have begun to question the vision and wisdom of
WAEHA: This Oord Void
Ka’Lacunae Ku’Tadh as head of the Consortium.
navigator is an intrinsic and
irreplaceable member of the
THE TADH CONSORTIUM: Current employer of the
crew as it steers the Void vessel
characters. A vast conglomerate launching Voidfaring
to their chosen destinations.
expeditions to explore the Cosmos for affluent patrons and
Although it holds an
clients. The Consortium is based on Ahniar and is retained
all-important position,
by the affluent Ku’Tadh family.
it has no aspirations of
leadership. It follows the
THE VILLAGERS: The human residents of the small village
orders of the expedition
found on the Azure Savannah world. Established by a small
commander without
gathering of humans fleeing Llyhn before the founding of
question unless this
the enclaves, the village has grown considerably and lived in
diverges from
relative peace on the tranquil world. The recent arrival of a
the given
Tadh Consortium Void vessel has rattled their undisturbed
directives.
way of life.

15
Cha r a cte r s
Characters
Characters should either have progressed by at least 30
experience points and preferably have attained a few rankings
of Enlightenment prior to this scenario.

Refer to the Character Creation chapter in the Black Void


core rulebook for details on how to build your character.
Players are free to adapt pre-generated characters accordingly
at the Arbiter’s discretion.

Character motivation

Depending on whether the characters need active


inducements or not, the Arbiter can use the below incentives
to bring the protagonists on board the expeditionary crew.

Below are some suggestions for enticements the Tadh


Consortium or enclave can have proffered. These
suggestions are not exhaustive, and the Arbiter is
welcome to apply other more bespoke incentives.

COMPASSION: The enclaves are beleaguered and


need capable people to establish a firm foundation for
the future of mankind. Finding a world on which to
establish a colony or perhaps even to call home could be the
beacon of hope humanity needs. The characters would be
instrumental by joining the expeditionary crew and making
this a possibility.

GREED: Exploring uncharted worlds is almost sure to bring


riches and opportunity beyond anyone’s wildest dreams.
Presumably, no one would notice the precious gems and
other valuables finding their way into the character’s personal
stash either.

STRATEGIC: Gaining the distinction and renown associated


with this endeavour is certain to grant advantages and fervour
from the enclave in the future. Perhaps prominent positions
in an off-world settlement would even be a possibility if the
characters play their cards right.

TRADE: Being the first on the ground of a new world means


being first to identify valuable and tradeable resources,
spotting opportunities and planning trade routes. Even if
the Consortium claims ownership, they still need someone
to lead the colonists, miners, and traders who will turn this
profitable.

16
Tadh Consortium training

Although the Training is not part of the scenario, the


Arbiter should narrate or paraphrase what the characters
have experienced during this time, to prepare them for their
expedition.

As the characters arrive with other expeditionary recruits


at their barracks in the Tadh Consortium compound
they are welcomed by a Consortium representative
giving them the following speech:

FAVOUR: Being among the crew that found a new “Welcome to the Tadh Consortium! Our purpose is
homeworld for mankind is certain to elevate and glorify the to explore new worlds in the pursuit of resource-laden
characters for as long as humanity remains. Undoubtedly, and abundant worlds to colonise. Our tutoring will help
verse shall be composed, and epics written in praise of their you learn policy and practice in your role as a Tadh
heroics and achievement. Consortium Voidfarer. During the training, you will be
assessed for your skills and allocated to a crew based on
REWARD: The Tadh Consortium has promised considerable your abilities. Each crew is assembled to enhance each
wealth and generous gifts to those who participate in this other’s strengths as well as account for their weaknesses.
endeavour. Certainly, the patron enclave will also reward It is our belief that success is built on collective efforts
those who dared their lives to secure a better future for the toward our objective. Our goal is to satisfy the needs
rest of mankind. of our patrons and possibly make the Cosmos a more
civilised place, one new discovery and globe at a time.“

An almost military discipline and order are implemented


Character backstory as training and assessment commence. The recruits are
commanded to adhere to the following Consortium
In addition to individual backstories, the following text doctrines during training and while out on their
summarises the characters’ background and should be assignments.
iterated by the Arbiter before the scenario start or otherwise
implemented into the lead-up of the characters joining the • Keep all equipment in its proper location and neatly
consortium as recruits. stored away.
• You are representing the Tadh Consortium at
“You belong to a group of explorers commissioned by the all times. Act with tact and diplomacy when
Tadh Consortium for a short-term venture. This may be interacting with sentient species.
extended into a longer-term contract if you prove competent • Keep to the assigned destination list unless there
and are successful in your endeavour. is an emergency situation. All deviation from the
You have been hired to join an expeditionary crew travelling charter must be logged and will be investigated.
to multiple new worlds in order to explore, map, and report • Specimen collection needs to be done properly and
any findings you may have gathered to the Tadh Consortium. stored away in the sealed room for further study
once back at headquarters.
The Tadh Consortium will provide you with a reliable Void • Do not allow unsanctioned persons onboard the
vessel, navigator, and crew, as well as the equipment needed vessel or travel with you at any time.
to accumulate and log information, gather samples and
collect specimens. You are being offered a very generous
amount of Dhins to be split between everyone in your group
however you would like.

You have been given a charter of four worlds to explore. The


worlds you will be studying have no previously established
trade routes or even been documented among the prominent
Voidfaring civilisations, so you are urged to travel with
caution.

The worlds have been labelled for the Consortium archives


with a designation based on observations from preliminary
scouting missions or accumulated information from available
sources.”

17
Journey log

During the endeavour, the expeditionary crew should


accumulate and log as much of the below information as
possible from each world. The characters are asked to use
the Consortium world designation in the journey log, even
if they find that the world has another name used by locals.

• Designation
• Topography
• Environment
• Habitability
• Sentient species, culture, and governance (if any)
• Natural resources
• Notable plant life and creatures

The log journals are made from either papyrus rolls, vellum,
stone slabs, wooden strips, or clay tablets as decided by
Knowledge & resources
the Arbiter. The logs will regularly be handed over to a
MindNebula-bonded Mystic, after which they are kept in Once training and assessment are complete, all the other
locked storage until the return to the Consortium. recruits have been discarded, and only the characters remain.
They are not yet aware of any details about their voyage or
The logs and any valuable information obtained on the objectives but do know that there are four destinations on
voyage is considered proprietary to the Tadh Consortium their charter. Two which have been preliminarily scouted,
and is to be kept secret and guarded. and two that are corroborated by second-hand accounts and
obscure sources only.
The Mystic conveys the log to the MindNebula, allowing for
messages and information to be sent back and forth relatively The goal of their endeavour is to be crew in the expedition
quickly while on assignment – as the entity commutes exploring uncharted worlds in search of locations that may
between the expedition and the Consortium. provide a new home for humanity. The dream of their
collaborating enclave is for them to find a habitable place
This enables the Consortium staff and Advisory Caucus to that can sustain and support a new human society and
review any information found and intermittently pose further civilisation worthy of their lost ancestors.
enquiries about what is being observed. The MindNebula can
commute with messages as often as is needed but each trek The characters are told that they will be travelling on a
takes several days. Consortium Void vessel and that this ship will be their living
quarters, base of operations and home for the duration of
the expedition.

F auna:
Local
Their appointed vessel will carry the customary equipment

furry
provided for expeditions exploring unknown worlds. This

Odd
includes survival gear for a range of environments including

is
d. Th
deserts, frigid wastelands, steaming jungles and so on.

lizar
s seem
specie
Hunting gear, as well as materials for repair of their vessel,

d
ess an
are also provided. Crates, barrels, cages, jars, and other

harml
implements for storing samples and specimens are kept in

fleeing
shy,
the cargo hold and storage chamber onboard.

n as
as soo
The characters are informed that they will be part of a
.
roach
we app
larger crew counting Void navigators, Mystics and possibly

et
e to g
mariners, scholars, sages, and others, but as the charter and

Unabl
e, but
objective are relatively simple, no expedition commander is

sampl
appointed for this endeavour.

tried
have
The characters will act as the landing party and accomplish

g its
the explorations and gathering of information, samples and

drawin ..
so on.

ess.
liken
Just before the scenario starts an empty log journal is placed
in the characters’ hands as they are congratulated on having
been chosen as the new expeditionary crew for the Void
vessel named “the Sentinel”.

18
Iintonto
T he
Ob li v i ous
the

Ddepths
epths
oblivious

19
Scene
cene 11 : :The
The Nnew
eExxpeditionary
p ed iti o n a r y Ccr ew
S ew
rew

Synopsis
The characters have recently been hired to travel to and
document several presumed newly discovered and as-of-yet
uncharted worlds.

Before the expedition is launched a ball is held in the


Symposium pavilions of the Consortium grounds.
As the characters mingle, meet some of their fellow crew CONSORTIUM HARBOUR (4): This recent addition to
members and learn more about the Consortium, they may the Consortium holdings comprise docks to accomodate
discover a few surprising bits of information about the inner the expanding expeditionary fleet, a small shipyard for
workings of their employers and some secrets about earlier refitting and repairing vessels, storage facilities, workshops for
expeditions. maritime equipment and quarters for the harbour labourers.

The protagonists can spend some time in the Consortium and


even travel to Shia’far before they eventually are presented
with their Void vessel, receive their charter, and set out on Getting acquainted
their voyage.
After their appointment, the characters are informed that it
NPC’s will be a few days before their vessel is ready to depart – the
Arbiter decides how long.

AL’LILLA: Halfblood research scholar. The characters can spend the time to get themselves situated
for their travel or visit Shia’far if they wish. However, the
WAEHA: Ancient Oord Void Navigator. Tadh Consortium has provided for more or less every need
and ample supplies for their extended trip.
NA’VARI: MindNebula-bonded Ka’Alum Mystic.
If the characters are unfamiliar with each other, they are
KA’LACUNAE LA’DIAN KU’TADH: The head of the encouraged to spend some time together getting to know
Tadh Consortium. one another. This would be an appropriate time for explorers
to say goodbye to any loved ones, gather personal supplies,
and take care of any unfinished business before leaving.
Location
THE KU’TADH ESTATE (1): A pinnacle of mound-like ARBITRARY EVENT: GETTING ACCOSTED
structures built in the traditional Ka’Alum architectural style
make up the Ku’Tadh estate. A wide paved road connects Any characters wandering about Shia’far without an
the estate with the pavilions and Consortium grounds to escort from the Consortium is likely to get stopped by
the south. Ka’Alum city guards and questioned.
As soon as the protagonists produce their Consortium
SYMPOSIUM PAVILIONS (2): An ensemble of colourful seal, they will be allowed to continue. However,
canopies arranged losely around a central lawn is the forum should they fail to do so or act confrontationally, they
in which the Consortium Caucus meets to discuss busines. will be apprehended.

CONSORTIUM GROUNDS (3): This cluster of A Consortium representative will eventually come to
buildings encircle a central courtyard. The buildings collect them but will deduct a sizeable portion of their
contain the training facilities, storage areas, library and salary in recompense for the trouble and bail. This bail
study halls, workshops, staff and crew dormitories would be increased significantly if they harmed any
and all other ameneties needed to efficiently run Ka’Alum in a scuffle during their seizure.
the business of exploring the Cosmos.

22
1

Ka’Alum do not take kindly to outsiders poking their noses Each protagonist has been given a signature seal
where they do not belong and would expect any humans denoting them as crew working for the Tadh
found on Ahniar to be slaves. Consortium, enabling them to move about freely,
however.

23
The characters can meet their fellow Void Navigator and
The Ball MindNebula-bonded Mystic at the ball.

The last night before the protagonists are scheduled to The Mystic, a tall Ka’Alum with a misshapen beak and
depart from Ahniar, the Ka’Lacunae Ku’Tadh is hosting a features, will introduce herself as Na’Vari and strike
social gathering for staff, crew, and benefactors at the Tadh up a conversation, inquiring about the characters’ past,
Consortium. qualifications, and expectations about the upcoming
expedition.
Explorers are told to dress in elegant or formal wear to
make a good impression upon the patrons who sponsor their She introduces them to Waeha, an ancient Oord who is the
assignments. There will be a fully catered dinner, socializing, Void Navigator on the expedition. Waeha is not talkative and
and dancing in the grand symposium pavilion. gives off an unpleasant smell, making conversation difficult.

The attendees are other expeditionary crew members, The Arbiter is free to establish NPC’s if the characters
patrons, magistrates, and staff of the Consortium as well as mingle and strike up conversations, but most attendees act
Ka’Alum officials and gentry. apprehensively or derisively towards the protagonists, even
if they try to hide it.
During the dinner, characters may make an observation or
Awareness roll [7] while walking around the crowded hall.
If they are successful, they hear at least one of the following
snippets of conversation as they saunter about, albeit they
are unable to determine who might have spoken. If they roll
an exceptional success, the Arbiter may add the additional
gossip they hear.

The party continues to drag on through the evening,


with seemingly no end to conversations about trading,
politics, exploration, and gossip.

KU’TADH BALL GOSSIP

“Did you hear the Consortium is planning on expanding


its fleet with more vessels, including hulks? It is
impressive what they have accomplished in such a brief
time.”

“It is a pity to hear about the last crew of the Sentinel.


The fact that they were ALL lost is so sad.”

“Do you think they will find any habitable worlds?” “I


sure hope not. Humanity is a plague, and not one I wish
to prosper.”

“My research is going really well. Several of


my specimens should be hatching soon, so I
will get to see what the new-borns look like.”

Na’Vari

Waeha
24
Guests leaving

The characters may notice some individuals heading off to


the main buildings throughout the night.
If they choose to follow, they must make an average difficulty
Stealth or Subterfuge roll [7] to avoid being seen by any of
the guards. Should they get discovered and caught, they are
firmly escorted back to the party. Al’li lla
If successful, they are able to follow what appears to be a
humanoid woman of a seemingly unknown species, who is
sneaking back to the archive-building a short distance away.
She explains that she
The woman goes into one of the closed rooms and starts to will insert tiny marks
scribble something on a tablet on her desk. She eventually on letters or words
notices the group and approaches them, asking who they are for them to spot so
and what they are doing here. that no one else will
be able to notice let
She is surprised as she realises that they are humans and alone decipher the hidden
invites them to join her in her private workroom. She messages. Characters with
introduces herself as Al’lilla, saying that she is one of the the cryptography skill will be
scholars working for the Consortium. familiar with this method of
steganography.
If or when she discovers that they are the new expeditionary
crew she reveals to them that she is actually a halfblood If they inquire further, they will
and expresses concerns about occurrences going on in the realise that the vessel in question
Consortium. She cannot pinpoint, let alone prove, any is “the Sentinel” – the ship they
underhandedness. However, Ka’Lacunae Ku’Tadh’s growing will be boarding shortly. Once
interest in humanity has not gone unnoticed, and there is a she passes this information, she
curious and charged atmosphere permeating the Consortium. suggests that they sneak back to
the celebrations so they will not be
Al’lilla mentions that she recently received a notice about missed and cause suspicion.
a newly explored world for her to study but never received
any subsequent journey logs, tablets, or scrolls. She went The rest of the night goes by
searching in the annals and archives only to find nothing. uneventfully, though the party
When she inquired about it to her superiors, she was told stretches on well into the night.
that she must be mistaken and that no such world had been The next morning will likely
surveyed. be tough for anyone
who stayed up till the
She is unable to remember the location of the Void rupture ending of the party.
used to access the world. She suspects that someone is hiding
something, but she cannot guess what or why. She reveals
that she is using all the resources at her disposal to learn ARBITER’S NOTE:
more, without attracting attention to the fact.
Should the characters not meet or be able to establish
She asks the group to stay vigilant and inquires if they might rapport with Al’lilla, she will still send hidden messages
be willing to travel to that location to verify the world’s in the missives. Characters with the cryptography skill
existence if she can recover its location. And if they can find or high Intellect/Awareness might notice and be able
it, uncover what may have occurred and any indications as to decipher them, albeit they will be unaware of who
to why the information was removed from the annals. She sends the messages.
also mentions that an expedition sent shortly before this went
missing and never returned. The Void vessel they travelled The missing world is, in fact, Azure Savannah. The
on, however, was eventually brought back – without Caucus removed all annals about it without the
noticeable damage or anything seeming amiss. knowledge of Ka’Lacunae Ku’Tadh but are unaware
that the world is on the charter given to the characters.
If they can establish trust with her, she tells them that
the MindNebulas utilised to convey the comprehensive Eventually, Al’lilla will figure out where the previous
journey logs for expeditionary crews are also able to carry crew were headed when they disappeared and –
short missives. She tells them that if she learns something unbeknownst to the Caucus or Ku’Tadh – imprint the
or another need arises, she will attempt to communicate MindNebula with the sensation of the Void current and
directly to them via these missives. falsify an official instruction to go there.

25
The Sentinel
The following day the protagonists are escorted to the
nearby anchorage built by the consortium for the growing
2 3
expeditionary fleet. With the Sentinel stocked with supplies
and provisions, their personal belongings stowed away safely,
1 and a cloudless sky above, the explorers can depart whenever
they are ready.

Main D eck The Sentinel is a stocky single-hulled vessel suitable for a


crew of up to 12 individuals, though it can be piloted with
as little as four crew members. Albeit clearly of Ka’Alum
design, it lacks the grace that these vessels usually exhibit –
likely due to the reinforcements and extra loading capacity
5 7
heaped into it.

4 Each member of the crew has their own small cabin


6 where they can keep personal belongings and gear during
assignments. Below the forecastle there is a galley and
common room for cooking, eating and general crew use.
The room doubles as sleeping area if needed.

Lower aft deck Lower for e deck Meals are prepared by a crew member and the characters
will have to decide who. There is an enlarged holding area
1. Aft upper deck for cargo, accommodating enough supplies for an extended
2. Lookout deck voyage. A locked room is located on the ship to store
8 3. Upper foredeck collected specimens from each world.
4. Helm and rudder
5. Crew quarters
A small dinghy is secured to the aft, port side of the ship
6. Weapons and equipment hold
9 7. Galley and crew area enabling landing parties to sail to shore without risking
8. Na’Vari’s quarters beaching the larger Void vessel.
9. Waeha’s quarters

Upper cabins
10. Cargo hold The ship itself is outfitted for both ocean-travel and Void
11. Sample and collection hold voyages. The protagonists might notice that there is only
12. Locked storage hold one door leading from the deck into the ship, while the few
portholes are small and feature heavy shutters with latches
to secure the vessel for Void traversing.

The remaining crew is already on board and waiting for the


10 characters to arrive.
12
11

Cargo ho ld

ARBITER’S NOTE:

Depending on the versatility and skill-sets of the


characters, the Arbiter can add Consortium crew to the
vessel but should keep it to the minimum possible. The
characters should fill as many of the positions as possible
for the voyage and would double as both deckhands and
expeditionary force once they reach their destination.

A skeleton crew would include a Void navigator


(Waeha), a MindNebula-bonded Mystic (Na’Vari), and
at least four deckhands and explorers.
Waeha can double as a translator in many cases but

The Sentinel
is reluctant to leave the Void vessel to get actively
involved in the exploration efforts.

26
The send-off

Before they board the vessel, the characters are briefed


and handed their charter by none other than Ka’Lacunae
Ku’Tadh.

This causes quite a bit of spectacle and draws a small crowd


as the elderly Consortium leader appears on the dock to
meet the characters.
The old Ka’Alum speaks a few solemn words of
encouragement and reiterates the hopes and dreams that
rest upon their shoulders before handing the charter over
to them.

The charter has their destinations written on it in Ka’Alum


glyphs with a few notes in Low Darij accompanying each.
Waeha will take care of getting them to their destinations,
but the information presented allows the characters to form
expectations and make preparations in terms of what gear
they want to bring and so on.

HAZY EDEN – Woodlands, docile animals, and exceedingly


long days. (scouts report)

AMBER OCEAN – Gilded Seas, lush islands, possible


primitive native sentient life. (unconfirmed)

GLACIAL TUNDRA – Wintry wasteland but habitable,


large predators unlikely, possibly rich in minerals and feasible
location for mining colonies. (scout account)

AZURE SAVANNAH – Endless verdant plains, a few mesas,


likely large grassland predators, few resources of interest,
habitable. (unverified)

27
Scene
cene22 :: W
Wee sail
sai l
into t
he B lack
S
into the black

As they approach the rupture, Waeha – the Oord Void


Synopsis navigator – calls for them to prepare the ship, batten down
the hatches, latch all portholes and get ready to stay below
The Sentinel departs the Consortium harbour and sails across decks for the duration no matter what they hear or think
the vast lake towards the massive archaic Void rupture and they hear outside.
the Expedition’s first plunge into the oblivious depths.
If the characters are the only crew aboard – disregarding
Na’Vari and Waeha – the Arbiter can have them make
NPC’s rolls to see how well they perform their mariner duties [7],
adding bonuses if they have trained or inquired about sailing
NA’VARI: MindNebula-bonded Ka’Alum Mystic. earlier.

WAEHA: Ancient Oord Void Navigator. The mariner rolls do not directly affect the Void traversing
roll, but a botched roll may instigate a minor hazard, a
stern lecture from Waeha or be the cause of a later mishap.
Concurrently, an exceptional success induces a bonus or
Location other benefit occurring during the journey or later in the
scenario.
THE LAKE: This is an enormous deep blue lake with
placid waters and numerous aquatic creatures that As the vessel approaches the rupture, the Arbiter should
sometimes curiously follow the vessel as it speeds along. build anticipation and trepidation. Making another roll on
the emanations table for each character again, replacing
The lake is so vast that any land disappears beyond the the former effect, will likely add to their sense of unease.
horizon before the crew reaches the Void rupture. Additionally, unenlightened characters will suffer from an
instinctive aversion to approaching the rupture, even if they
cannot see it.

The difficulty for overcoming the Void aversion and entering


a perforation is Willpower [7], which may be modified
by using blindfolds, distractions, intoxication, and other
measures. If failed, the character refuses to proceed and
must make a roll on the Fear table [7] if forced or otherwise
The rupture
compelled to approach.
A few days sailing out of the anchorage the characters spot
a large crackling opaque black fracture seemingly floating
ARBITER’S NOTE:
on the surface of the lake. This is the rupture that will take
them into the Void. Albeit the Navigator and Mystic are set
If the characters have established good relations with the
on following the given charter route, the protagonists can
Void navigator and/or the Mystic, these might suggest
attempt to change the order of destinations and convince
various remedies for overcoming Void aversion such as
their fellow crew to follow their amended plan.
calming teas, smoking herbs, and so on.
Albeit this rupture is archaic and stable, the sheer size of it
creates emanations within a significant radius. As soon as
the protagonists or the Void navigator spots the rupture Even for enlightened characters not suffering from aversion,
the Arbiter must make a roll on the Void emanations the transition is eerie, and the Arbiter is encouraged to use
table (severity D6) for each character, and narrate or the opportunity to create a weird and unnerving atmosphere
paraphrase the impact and effect to each – refer to the as the vessel is swallowed by the perforation and sinks into
core rulebook page 196. the Void.

28
ENTERING THE VOID

Keeping in mind that the characters are confined


below decks, the Arbiter can narrate or paraphrase
the following:

“You feel a slight buoyancy as the lapping sounds of


the lake subside and leave a deafening silence, only
disrupted by the heavy breathing of your comrades.
As the stillness intolerably deepens, you get the
impression that you are floating and falling at the
same time, even though your feet are firmly planted
on the deck. You feel surrounded by measureless
amorphousness and get overwhelmed by a peculiar
queasiness as your senses refute everything your brain
tells you is true. You realise the utter insignificance of
your existence while the swirling grandeur of existence
revolves around you in all its incomprehensibility. All
your conflicting impressions make you momentarily
lose all sense of individuality, and you struggle to regain
a sense of self. Moments of elation are supplanted by
extreme feelings of isolation, which evaporates into
pure bliss convulsing into deep-rooted anxiety and so
on until you eventually find yourself sitting on the deck
staring wide-eyed at your fellow crew gaping back at
you.”

As they gather their wits, some characters might be tempted


to peer out of the shuttered portholes. The shutters can
easily be opened from the inside. Doing so exposes the
enormous amorphousness of the oblivious depths.

Humanity was never meant for such vistas, and even a ARBITRARY EVENTS: TRAVEL COMPLICATIONS
glimpse induces an immediate Fear roll [13] from whichever
character peeks out. Enlightened characters may add their Arbiters can introduce the below complications to
ascension ranking to the roll, and any other precautionary add depth and perhaps some drama to the progressing
measures they have taken – such as being heavily inebriated relationship between the protagonists during their
– may also add bonuses at the Arbiter’s discretion. travels.

Once the characters have settled down, the Arbiter makes Once the explorers set off for their travels, they
a Void traversing roll [+0] (see page 199 in the core quickly discover the hardships of being cooped up on
rulebook) to determine how long the journey takes and if a small ship and find that it is harder to get along than
any unforeseen events occur. they previously thought. Ask each character to share
one thing they might do that annoys the other crew
During the voyage, the characters can explore the ship and its members and encourage the characters to work out
supplies, make plans, interact with the remaining crew, divide any issues they might be having.
responsibilities for when they arrive at their destination, and
whatever they wish to do to pass the time. If nobody actually knows how to cook, it is a disastrous
start to the assignment. While having plentiful supplies,
The Arbiter is free to make the voyage phase short or someone on the crew will need to learn how to cook
longer depending on the mood and wishes of the players or become bold enough to try it out in order to
and can introduce the arbitrary Travel complications if it keep everyone fed. Critical failures may cause food-
feels suitable. poisoning if the Arbiter is so inclined.

29
(HAZY EDEN)
Scene
Scene 33 :: H
Hazy Eden
azy E den

Synopsis HAZY EDEN ENVIRONMENT

The initial scouting team dubbed this world Hazy Eden ATMOSPHERE: The day-time air is not only breathable
because of its bleary sunlight and the fact that it is one of to humans; it has a distinct crispness to it. The night-
the few worlds that appear to be not only habitable but time air is still breathable but heavy with the stench
possibly even hospitable. of decay.

As night falls; however, the expeditionary crew discover that GRAVITY: The gravity is slightly higher than the
the dark holds terrors and obscurities best avoided. They characters are used to, inducing increased falling
are forced to fight for survival until dawn restores serenity damage [+1] and making prolonged physical exertion
or succumb to the Void-distorted abominations galvanised harder [Athletics and similar -1].
when the hazy rays of the sun vanish.
CLIMATE: The climate is fairly humid during the
daylight hours, causing wounds to become infected [4].
The dampness abates after the evening rains occurring
NPC’s daily.

NA’VARI: MindNebula-bonded Ka’Alum Mystic. GEOLOGY: The flat topography of Hazy Eden is
distinctive. There are no hills or other natural features
WAEHA: Ancient Oord Void Navigator. higher than 300 cubits, barely reaching over the dense
canopies of the continent-wide forests. Many shallow
rivers and lakes are scattered about the continent, but
Location no deep oceans or large bodies of water appear to exist.

HAZY EDEN: The landscape appears to be very fertile and


feasibly a location for future resource-gathering endeavours.
Due to the orbit around its sun, the days on Hazy Eden are
much longer than in Llyhn. Daylight and night-time stretch
to about 30 hours each.

The sun gives off a faint green tint, making everything Hazy Eden wi ld lif e
appear slightly hazy. However, the air seems to be
perfectly breathable, at least for humans.
The surface of Hazy Eden is covered with unusual thick-
trunked trees, some stretching over 200 cubits tall. The
fern-like foliage is primarily sprouting near the treetops
making the forest resemble a vast columned hall.

These grand forests sprawl across the continent, causing


the sunlight to reach the surface as dappled rays of light
filtering through the canopy. Lakes and rivers wind through
the forests, creating a picturesque view of the landscape.
While there are hilled areas, there does not appear to be
any mountains.

VOID RUPTURE (1): This is where the Sentinel emerges


onto Hazy Eden.

ABANDONED CITIES (X): Should the characters


leave the area map, the Arbiter can let them come
across an abandoned city; see Arbitrary Event: The
Abandoned Cities.

32
1

33
JOURNEY LOG AND SAMPLES: The characters are
expected to report their findings to the Mystic and if
possible collect samples of plants, animals and minerals
of interest found on the world.
Depending on which encounters they have on the world
this endeavour may be obstructed or at least made more
difficult by the hostile night-time environment.

The ship contains, jars, cages, chests, and whatever


other materials are needed to recover and contain
such samples. The log itself should either be inscribed
onto clay tablets, papyrus, or similar implements, to
Arrival in Eden be handed over to the Mystic for conveyance to the
MindNebula and then archived in the locked storage
compartment onboard.
The Void vessel emerges with a gentle splash on a small lake
surrounded by massive forest. The Void rupture behind the As a Void entity, a MindNebula is not restricted to
ship is convulsing and spluttering, indicating that it is a recent ordinary Void travel duration as the expeditionary
perforation of the Veil, but still large enough to enable a Voidfarers are. While it is recommended that the
sizeable vessel to pass through. MindNebula’s journey back and forth takes 1-2 days,
the Arbiter is free to determine a period that fits the
Na’Vari sends the MindNebula back through the rupture to events and scenario as required.
report to the Consortium that they have successfully arrived
on Hazy Eden.

The weather is rather warm and humid, making it slightly


LOCAL FLOWERS
uncomfortable to wander about. Every afternoon there is
The beautiful flowers give off enticing scents and
a brief rain shower, and the humidity is lower afterwards.
can be used for producing perfume or other fragrant
commodities. They have no effect other than being
There is a multitude of small furry creatures throughout the
pleasing to the senses.
world, which seem to be curious but non-aggressive. Several
larger animals roam around closer to the waterways where
the trees are fewer, allowing them to graze on the grasses
that grow there.

Notably, there are no birds or other flying creatures on the


world, leaving the skies empty.

There are several unusual plants on the surface that are


unfamiliar to the protagonists and any of the other crew
members. The world has incredibly beautifully coloured
flowers, some of which look as if they are following the
explorers as they go past.

The trees all seem to be of the same variety. Scaling the


trees is a bit of a challenge, as some of them can grow to be
40 cubits in diameter. Inspection of the trees reveals that
their roots are all connected, effectively making them one
organism.

If the characters explore deeper into the countryside, they


may come upon what appears to be abandoned cities. Each
city stands wholly silent, and even animals do not enter it.
The houses are all unoccupied, but they are surprisingly
clean, well-furnished, and stocked with food. Notably, there
are no personal items in any of the buildings.

Most of the houses have a small garden, which looks


well-tended, watered, and free of weeds. There
does not seem to be any building that looks run-
down, food that has been left to spoil, or garden
left untended. There are several such cities on the
surface of the world.

34
The long night

The apparent tranquillity of daytime is unravelled as night


descends. On Hazy Eden, the falling darkness of night
unleashed void-induced horrors and proves to be perilous
for the expeditionary crew – a circumstance that the initial
scouting party did not realise due to their brief stay on the
world.

As the sun sets and shadows stretch across the land, the
landscape changes to reveal a deadened and unnerving aspect
of the former lush and pleasant environment. Without the
sun’s hazy light, everything turns feral and hostile. The
plants and animals seem to whither, rot and decay, leaving
crumbling, flayed and distorted replicas of the formerly
congenial flora and fauna.

With night-time lasting 30 hours, anyone caught unprepared


or far away from the safety of a vessel or other defensible
position is in grave danger. Should the characters be stuck in
the wild at this time, they will quickly realise the peril they
are in as the entire world descends into a vision of madness.

HAZY EDEN - VOID EMANATIONS: The world is


caught in a fluctuating Void emanation cycle somehow
reliant on the daylight rotation and causing the Veil to
wane at night-time.
This occurrence transfigures life on the globe at night
and has even affected some beings perpetually. The
entities of the seemingly abandoned cities have become
shadowy echoes of their former selves, existing only
as a mocking facsimile of the life they used to have.

As soon as the sun sets, all characters are subject


to the Void influence oozing unto the world. The
Arbiter makes individual Void Emanation rolls for each
character at regular intervals of six hours. The following
emanation severity applies, starting from Sunset: D4
/ D6 / D12 / D6 / D4. At dawn, the world reverts
to normal, and no more rolls are required until night
falls again.

If the characters realise what is going on and have


established good relations with the onboard Mystic,
she can attempt to manifest a “Void Suppression”
phenomenon to limit the impact of Void emanations.
A successful manifestation reduces the emanation
severity effect by a factor of three (3) for anyone
targeted.

Night-time is an opportunity for the Arbiter to build suspense


and terror as the characters find themselves surrounded by
horrid creatures and esoteric threats.

The three night-time events detail three specific encounters


the characters might be faced with if they venture out into
the night of Hazy Eden. Even if they barricade themselves
in their Void vessel, the frenzied animals might seek to get
to them if they are not careful.

35
(HAZY EDEN - NIGHT TIME)
Rap a ci o u s PPlant
Rapacious s
lants

As night descends the plants all seem to wither and die. The The leafy branches swing at anyone close enough to get hit
ground starts to smell of rot and decay, the forest floor is by them, making it dangerous to get near. The Arbiter must
bathed in the darkness of the heavens, and the water takes make D3 immediate attack rolls [+0] against anyone getting
on a noxious aspect, billowing putrid mist as the transfigured within touch distance of any root branches. Each hit cause
animals gibber and shriek. one (1) damage against the legs (disregarding armour).

Disturbingly, the roots and vines covering the ground begin On an exceptional hit, the thorns get stuck in the flesh or
to rapidly sprout short branches roughly a cubit long with clothing of the victim, requiring an opposed Strength roll
dark purple leaves about the size of a human palm. At the [4] for the victim to get free. Each caught barb adds +1 to
centre of each cluster is a beautiful, pitcher-shaped bloom, subsequent attack rolls as well as the opposed rolls to pull
that glows slightly in the darkness. There are several different free. The leafy branches continue to slash at adjacent victims
coloured blooms. until they are cut down.

This new-grown vegetation covers most of the forest floor, Any tree or roots cut down causes all the tree-growths in
making it difficult to avoid, other than by climbing from that immediate area to react by violently swaying back and
trunk to trunk or wading through rivers and other bodies of forth; breaking the illusion that wind caused the movement.
water. Not immediately noticeable; the undersides of the
purple leaves are covered with tiny cavities filled with teeth-
like thorns. RAPACIOUS LEAFY BRANCHES: The swaying
branches have a DV of 3, and 3 Health points each.
The vines slowly creep along the ground in their unrelenting They regrow to their full size and Health within D3
search for nourishment. The thorny leaves will rip, shred, hours.
and consume the flesh of any animal and other living being
caught on its barbs. The protagonists may notice flayed and
stripped skeletons on the ground near dense clumps of leaves As dawn comes and the sunlight fills the skies, the trees
and blooms. If a leaf is removed from a root, it will make a slowly revert to their former lush, and inanimate selves as
sound like a breathy scream. the root branches and purple leaves dissolve and turn to soil.

If any leaf brushes up against anything fleshy and scratches


it, one (1) point of Health is lost (disregarding armour). RAPACIOUS PLANT SAMPLES
Unbeknownst to the characters, the blood on the leaf Any collected rapacious branches, leaves, and
rouses the roots, and all the newly sprouted leaves begin to blooms will dissolve into dust once night is over.
sway and rustle as if a breeze has caught them. In fact, the
surrounding leaves are wafting intentionally, trying to slash
and scratch anyone or anything in the vicinity to draw blood.

OBSERVATION: The characters may recognise or


make an Awareness roll [7] to notice that no wind is
blowing, realising that the plants are moving on their
own.

38
The
The Abandoned Cit
Abandoned C i es
ities

As darkness falls, the seemingly abandoned cities spring to SHADOWY ENTITIES


life. Insubstantial shadowy figures materialise and emerge
from the buildings, crowding the streets, vendors, and parks. Looking like cloaked silhouettes, the shadowy entities
While the shadow entities do exist during the day, they are occupy the houses, stroll about their pristine cities,
invisible and undetectable by non-esoteric means. and do not act dissimilarly to most other cultures:
Trading, worshipping, have social diversions, and
They are only discernible to the naked eye during the night, so on. They are echoes of former living beings
emerging from their houses lit up by ghost lights. Who or regurgitated by the Void emanations surging onto
what they are is unknown and seemingly unknowable as any Hazy Eden and undetectable except by esoteric means
attempt to interact with them is met with ferocious hostility! during the day.

If observed, it is clear that they live seemingly ordinary lives HABITAT: The shadow entities remain within their
and can communicate and interact with each other. Their cities, never venturing beyond the borders.
speech can be heard as faint mumbling whispers to others. If
the shadow entities are left alone, they do not acknowledge OCCURRENCE: Every abandoned city is inundated
or even notice the explorers at all. with shadow entities, vast crowds of them milling
about.
The Shadow Entities do not tolerate any other creatures.
Should the characters attempt to interact with them in any BEHAVIOUR: These entities act and behave like
way, they immediately become hostile and assail whoever other ordinary sentient beings: Working, eating,
sought to interrupt them. worshipping, enjoying themselves, going about their
daily lives, and by all indications maintaining a regular
existence. Their conversations can be faintly overheard
as murmured whispers.

DIET: Their foodstuff is perfectly edible to ordinary


people.

ENCOUNTERS: Unless accosted, stolen from, or


otherwise engaged, the shadowy entities utterly
ignore anyone else. Their immediate response to any
approach is hostility, taking on a terrifying aspect
causing Fear.

COMBAT: Shadow entities are insubstantial and


cannot touch or be touched by ordinary Cosmic
beings. Their only offensive capability is causing Fear
[10] inducing a D12 effect, requiring a resistance
roll every combat round. They can only be hurt by
Esoteric means such as Void suppression or negation,
which reduces their Health by the effect factor. Each
shadow entity has the equivalent of 2D12 Health.

The Arbiter can devise trinkets and paraphernalia appearing The Shadow Entities disappear from view as soon as the first
together with the shadowy entities, giving the characters rays of the sun caress the skies above Hazy Eden.
something esoteric to filch. Any thievery is promptly
discovered, and the surrounding entities revert to their
haunting aspect and give chase. Any culprit is only pursued
to the edge of the city, however, as the residents do not
venture outside the boundary.

39
PProwling
r ow ling N
Nig htBeasts
ight Beasts
Once the sun goes down, not only the surface and flora of As the sun crests the horizon, the beasts revert to their
the world changes. When the shadows immerse the lands former furry, placid selves.
in darkness all the beasts and creatures shift along with it,
their skin sloughing off them revealing decaying flesh and
muscle, even their purring vocalizations turn to unnatural Decrepit Beast
howls and snarls. AGILITY 5 HEALTH 28 – 39

The decrepit animals turn aggressive and begin to form AWARENESS 7 SIZE Medium – Large
packs, savagely hunting amongst the thick tree-trunks, albeit STAMINA 5 MOVE 9
wearily avoiding the newly sprouting branches. STRENGTH 5 WEAPON Claws / Maw
These terrifying packs of creatures sound unnaturally loud INTELLECT 0 REACH Close
and can be heard miles away, potentially warning characters PERSUASION 0 ATT MOD +4/+3
that danger is prowling in the darkness.
PRESENCE 0 ATT SPEED +2
Decrepit beasts roam in packs of D6 individuals. They are WILLPOWER 0 DMG 2D6+2/D12+2
driven by frenzied madness, unable to distinguish friend from DV 8
foe and will incessantly snap and claw at each other, although
it rarely escalates beyond that. PROTECTION 0

Certain specimens are glowing with a turquoise light from TALENTS Acute smell and eyesight
their maws or trailing from their limbs. These individuals are ATTRIBUTES Claws and teeth, multiple eyes,
more dangerous than the ordinary kind as they are suffused decomposing body, and mindless.
with Void emanations and can distort whomever they injure.
SPECIAL Gnawing. Decomposing and Void
If the decrepit beasts catch the scent of the characters, they suffused body. Fear [7 / effect potency
will charge towards the assumed hiding spot and attack if D12]. Void deformation.
they find their prey. Once engaged, they are difficult to
distract but can be outwitted.

For instance, luring them into deep


water or trapping them in
clumps of rapacious leaves are
reliable options as their instincts
have faded and been replaced
with uncontrolled savagery.
Their moans and growls
are likely to attract other
prowling packs, further
endangering the
expeditionary crew
if discovered.

40
HAZY EDEN DAY-TIME SAMPLES
All flora and fauna samples collected will regress and
assume their ulterior nature at night while they remain
on Hazy Eden. Once taken off the world, they retain
their ordinary qualities at all times.

FURRY CREATURES
The furry creatures on the world are placid and easily
handled. They also provide a tasty meal but will revert
to decrepit beasts at night while remaining on Hazy
Eden.

HAZY EDEN TREES


The wood of the massive trees is extraordinarily soft and
malleable, making it useless for construction and similar
purposes. It burns quickly and produces a pungent
smoke when set on fire.

HAZY EDEN NIGHT-TIME SAMPLES


Animals and ordinary plants collected at night will
revert to their natural state once removed from the
Void influence of Hazy Eden or daylight comes.

ABANDONED CITIES PARAPHERNALIA


Any items filched from the abandoned cities might
remain but lose their esoteric glamour as soon as they
are hit by the sun’s rays.

41
Scene
Scene 44 ::
The
The Plot Thi ckens
plot thickens
The Mystic informs them that – strangely – the MindNebula
Synopsis also brought a short missive on a piece of green vellum for
them. The note contains few details but mentions something
As the expedition is about to leave Hazy Eden a missive about liquid lifeforms on their next destination, which is
carried by the MindNebula rekindles previous suspicions. referred to as Amber Ocean.
Soon after, the characters realise that unwanted stowaways
have infested the Sentinel. Lastly, Al’lilla emphasises that they should stay alert without
explicitly stating what or who to stay alert towards, nor
mentioning the previous crew.

NPC’s If the characters encountered and befriended Al’lilla in the


Ku’Tadh estate, a short cryptic message is conveyed in the
NA’VARI: MindNebula-bonded Ka’Alum Mystic. overall communication as per her instructions.

WAEHA: Ancient Oord Void Navigator.


THE SECRET COMMUNIQUÉ: The hidden message,
denoted by subtly dotted letters in the missive reads:
Location “I will soon uncover the missing world, be cautious of
the Consortium crew”, suggesting that she is close to
discovering the destination that the missing expeditionary
THE SENTINEL: The characters are back on the Sentinel crew was sent to, but never returned from and that
and getting ready to depart Hazy Eden. the characters should be wary of the Tadh Consortium
crewmen.

Return to the Sentinel


Once the characters return to the Sentinel, they find
the MindNebula returning with a message from the
Consortium. The Mystic asks for an appraisal on what they
have discovered and whether they are ready to proceed to
the next destination or need to stay longer to gather more
information or samples.

The protagonists are informed that a scholar named Al’lilla


has been assigned to their expedition by Ka’Lacunae Ku’Tadh
and that it is she who will be the contact for the scholarly
inquiries during the assignment.

42
Into the Void again ARBITRARY EVENT – YOU MISSED ONE:

After boarding the Sentinel, the characters start to notice If the explorers are not careful and remove all the Void
that things are missing from some of the rooms. Roaches, essential parts of their ship will eventually be
damaged, potentially causing disastrous consequences.
If and when someone visits the cargo hold, they see signs The Arbiter can drop hints that one or more critter
of some cargo having been chewed on or otherwise slightly must have escaped and can add penalties to Void
damaged and might realize that the vessel has picked up traversing or implement a hazard caused by a hull-
creatures that are causing problems on the ship. breach or something similarly disastrous.

A probe, setting traps, or other investigative efforts might


reveal what the cause of the nuisance is. The characters can Once the Void roaches are taken care of, the Navigator
use whatever skills or capabilities the Arbiter deems relevant sets the crew to get the ship ready to continue to the next
to investigate with difficulty [7]. destination. Any characters that are still unenlightened –
because of a low Awareness score – will retain their Void
With a success, the characters will either spot a creature aversion as the Sentinel approaches the Void rupture to
about two cubits in length with opaque chitinous back and leave Hazy Eden.
multiple legs skittering about the cargo hold or – if traps
have been set – capture one.
Failure means they only see shadows skittering in the darkness ENTERING THE VOID AGAIN
or find several oversized insect legs or perhaps antennae As the Sentinel sails into the rupture narrate or recap
caught in the trap. The characters can keep on trying until the following: “The Sentinel plunges into the large
they succeed. rupture, and everything is engulfed in impenetrable
darkness. Incomprehensible formlessness and colours
The stowaway creatures aboard the ship are Void roaches, explode in your consciousness as you feel the vessel
a species known to misplace objects, consume edibles, around you plummeting ever upwards. Whether this
contaminate drinking water, and even gnaw on crates, masts, phantasmagoria lasts an eternity or just the blink of an
bulkheads, and hulls. eye, you cannot gauge. Still, eventually your senses
return to normalcy, and your surroundings regress to
The presence of Void roaches can become hazardous if left their familiar selves.”
unhandled, so it is up to the explorers to capture and dispose
of them. There are D6 roaches onboard the Sentinel.
Again, the Arbiter makes a Void traversing roll with [+0]
to travel to the world referred to as Amber Ocean.
ARBITRARY EVENT – SPOILED SUPPLIES:

With the supplies chewed up or spoiled by Void


roaches, the explorers will need to restock.
Replenishing on Hazy Eden is a possibility, otherwise
travelling to a known civilised world may help them
replenish anything missing but will take time and be
contrary to their expedition directives. They may also
try to continue on without replacing their damaged
materials or supplies, which may come into play later
on their journey.

ARBITRARY EVENT – GNAWING AND


GNASHING:

The characters discover that the Void roaches have


been eating away at essential equipment which will
need repairing or replacement before they can
continue. Getting spare parts and materials for this is
problematic and will delay their departure from Hazy
Eden significantly – maybe even into another night-
time.

43
(AMBER OCEAN)
Scene
Scene 55 :: Amber
Amber O cean
Ocean
Synopsis ARBITER’S NOTE:

The Sentinel emerges onto a churning yellowish sea, and As far as the expeditionary crew is aware no initial
the characters soon realise that the information they have scouting party has been dispatched to this world. The
about this world is obsolete. Faced with sky eaters and sources they have, indicate that the world is a placid
other outlandish creatures the characters might soon find place with small, lush islands and refer to it as Amber
themselves beneath the bottom of the ocean, meeting the Ocean, the Gilded Sea, and similar names. Although
hiding sentient population of the world living in crystalline unconfirmed, the accounts suggest that there might be
dome cities and in deep, dank caverns. As they finally a native sentient species on the globe
resurface, they realise that the Void rupture necessary to
leave is not as easily accessible as they would like. The information is based on reports and rumours that
have been gathered over the years and only recently
was the assumed location of the world gleaned from the
mind of a mad refugee bawling about golden oceans.
NPC’s
The information is antiquated and does not reflect the
world since the arrival of the sky eaters. Other aspects
NA’VARI: MindNebula-bonded Ka’Alum Mystic. of the world, such as the perforated bedrock beneath
the oceans may be revealed, but the fact that the natives
WAEHA: Ancient Oord Void Navigator. have fled the surface must remain obscure until the
expedition arrive and discover it themselves.
Location
AMBER OCEAN: A vast churning yellow ocean with a few
barren and wasted island scattered on the horizon.

AMBER OCEAN ENVIRONMENT

ATMOSPHERE: The air is noxious and thick, growing


more toxic every day. The cloudiness and resultant
A haphazard emergence
queasiness may induce a -2 penalty to movement,
vision-related rolls, initiative, and surprise rolls to all The Void rupture they emerge from is small and volatile,
characters while on the surface of this world if they damaging the Sentinel as it splashes through the conduit
fail a Stamina roll. Wearing masks or other face gear several cubits below the surface of the vast shallow yellow
can reduce this effect. ocean covering the entire world. The dense liquid makes
the vessel shoot to the surface and keeps it riding high and
GRAVITY: The gravity is low on this globe. Objects teetering on its keel once up.
seem lighter and upset the stability of non-native
creatures inducing a -1 penalty to all rolls involving Once the ship emerges onto The Amber Ocean, the
balance, including acrobatics, fighting, and so on for explorers immediately notice the not only is the air clouded,
non-natives. it is close to unbreathable and possibly poisonous, so any
activity outside of the ship will need protective gear or
CLIMATE: The climate is temperate and humid risk aspirating or worse. Moving outside, characters must
with recurrent hurricanes and torrential rains. If immediately make a Stamina roll [10] or become nauseous.
the characters are caught on the surface during a
hurricane, it is a severe hazard. With suitable measures for breathing, such as face coverings,
the explorers can be outside without too much discomfort.
GEOLOGY: The globe is covered in a dense yellowish They may eventually realise that with continuous movement,
liquid with only small barren islets piercing the surface. the viscosity of the ocean makes them able to skip upon the
No landmass of any consequence can be seen, and surface.
any vegetation and animal life exist only below the Characters standing still, will sink but easily be able to stay
waves. afloat. Movement through the fluid, however, is slow and
Beneath the viscous seas the ocean floors are riddled labour-intensive. The characters may spot multitudes of sea
with fissures, caves, uneven and heavily perforated life swimming around, seemingly with ease, through the
bedrock. dense water.

46
Giant oily beasts soar through the air and swarm around They fled the surface and moved their cities underwater in
the ship, curiously looking in. The vessel gets tossed around hopes of safety until the monsters leave for another world.
from the wind gusts these beasts make as they swoop past, Each of the cities has its own forte in terms of production and
causing it to careen violently. Floating within the clouds are manufacture, working together to maintain their individual
large pods that burst open when touched. These pods are city-state societies.
filled with a combustible gas which engulfs the area around
it with green-tinted crackling flames, burning and poisoning They organize themselves in syndicates based on the needs
upon impact. of each city, trading with the applicable partner-cities and
occasionally with the Hoarders – Voidfaring refugees and
The ocean floor bedrock is riddled with tunnels and caverns. survivors dumped in the caverns and tunnels by Citauqa
This peculiar geography is caused by a moss that eats away over the years.
at most minerals and organic materials, hollowing out the
bedrock over the aeons. The moss cannot grow on or ARBITRARY EVENT: HURRICANES
near the yellow liquid of the oceans and therefore rarely
penetrates to the ocean floor. Occasionally, however, the Characters caught on the surface during a hurricane
bedrock becomes brittle and collapses, causing flooding to are in significant danger. Albeit any vessel is bound to
the nearby caverns. get violently tossed about due to the high density of
the oceans and low gravity they are very unlikely to
One of the derivatives of the moss in the caverns is gasses sink for these very same reasons.
that are dense but breathable. The viscosity of the yellow
liquid above traps the dense gas in the many gaps, cracks and Cargo can tear loose and tumble about the cabins and
fissure of the bedrock effectively making it a liveable habitat holds. Any crew-members that are not secured or
for air-breathing creatures. holding on for dear life are prone to suffer injury from
hurdling about the ship, bumping into bulkheads and
On the ocean floor, there are several submerged cities under the like.
giant crystalline domes. The domes shimmer with light
coming through from the surface and may catch the eye of The noxious air does not help matters as sluggish
the expeditionary crew. There appear to be no conduits or responses are not conducive to avoid falling crates and
other means of travel from the domes to the surface, and the barrels.
cities seem impossible to reach without assistance.
Should a character fall into the roiling seas, drowning
Days are brief on this world, averaging only 13 hours. from crashing and churning waves is a significant
Haphazard wind gusts across the open oceans hurl the ship threat even if the likelihood of sinking to the bottom
about, making travel dangerous, especially while trying to is not.
avoid the floating gas pods.
There are occasional thunderstorms that can be seen
approaching from a vast distance because of the unobstructed
view. These storms make the surface of the ocean crest with
waves sometimes reaching 50 cubits or higher.

As the explorers sail about on the surface, they will eventually


notice the enormous domes on the bottom of the shallow
oceans. Successful observation rolls [7] will enable them to
spot structures beneath the crystalline surface, and maybe
even the vague shapes of the Ly’okan denizens moving about
inside.

The cities under the water are impossible to reach without


the aid of esoteric Powers, Citauqa assistance or equipment
that facilitate breathing, such as primitive diving bells and the
like. The weight of the dense water alone would eventually
crush an unprotected explorer diving too deep.

These domed cities are connected through tunnels in the


bedrock, which allows for travel and trade between them.
Should any of the explorers make it to the entrance of one of
the cities, they learn that the Ly’okan – the sentient denizens
of Amber Ocean – had to move underwater to escape the
sky eaters.

47
SSky E ate r s
ky eaters

ARBITER’S NOTE:

Unknown to the characters the sky eaters are attracted


to colossal sonic rocks embedded in the core of the
globe. This is what attracted them to come to this world
initially.
However, the yellow oceans are acidic to their skin and
The colossal creatures circling the world are the prevent them from getting to the source of their lure.
ones slowly poisoning the air. To the indigenous
people beneath the waves, they are known as sky This deadlock, where the sky eaters are hopelessly
eaters. remaining on the globe seeking that which they can
never reach, keeps the native sentient species trapped
They travel from world to world, consuming some unknown on the ocean floor in their crystalline cities.
lifeform that exists in the clouds, and this causes them to
secrete poisonous vapours in the form of flammable gas The characters may learn about the sky eater’s aversion
bubbles that are gradually changing the atmosphere of to the yellow liquid by observing them; perhaps
this entire world. These sky eaters are numerous and can witnessing one accidentally getting sprayed by a crashing
sometimes be spotted gathering in shoals of hundreds of wave or from raindrops and its subsequent pain-induced
soaring giants. panic.
Numerous sky eaters are circling over the oceans, soaring
close to the surface but clearly averse to touching the viscous The vessel is knocked about, and all characters must make
liquid. If a rainstorm occurs, it is notable that all the sky an Agility roll [10] or risk falling or getting hit by tumbling
eaters rise above the clouds to avoid the raindrops. crates. At the Arbiter’s discretion, the collision can cause
a hull rupture making the characters scatter to repair the
The Sentinel draws the curiosity of the sky eaters. They damage before the vessel risks sinking.
are not used to anything floating on the surface and soar
near to inspect the oddity. While not purposely hostile, As this happens, the sky eaters get close enough to be
sky eaters are curious, intrusive, and uncaring, so as they scrutinized, and the characters might utilise this opportunity
inquisitively glide by, they either bump the vessel, excrete to study, divert or try to interact with these strange creatures.
gaseous bubbles onto it or cause it to teeter from the wind Unless enticed, the sky eaters’ interest in the Void vessel
gusts of their passing. quickly wanes, and they float back up among the clouds.

48
Citauqa meeting
Citauqa m e eting
Staring into the amber waves, the explorers may notice blobs
SWIMMING TO SAFETY: The characters are left at
of turquoise liquid moving erratically. If they continue to
30 cubits depth by the Citauqa and must immediately
observe, they might notice that there is a purpose to the
make a Willpower roll [7] or panic.
movements and that the splotches occasionally bump into
An Awareness or Observation roll [7] will reveal
the crystalline domes as if trying to penetrate them.
that seemingly air-filled caverns large enough to fit
humans are visible among the perforated bedrock on
These blobs are actually a species called Citauqa. Because
the ocean floor; making it a viable option to avoid
they are very territorial, the entities that live close to the
drowning. The characters are about 15 cubits away
under-ocean cities constantly try to break the protective
from the caverns; approximately half the distance to
domes or get in through the entryways. The crystalline
the surface.
domes are sturdy enough to resist the attempts, but if an
aggravated Citauqa manage to get through an entryway or
As the yellow liquid is dense and viscous, it reduces
assaults someone out in the open, they can cause significant
the swimming speed to ¼ movement. Panicked
injury.
characters can hold their breath for 9 seconds/STA,
while those who retain their composure can hold it for
At some point, several Citauqa begin to swarm around the
30 seconds/STA.
Sentinel as if intrigued. Observant characters can spot the
blobs change shape and move with a distinct purpose on a
Characters with movement 5 would require 36
successful roll [7]. Suddenly, what looks like a turquoise
seconds to swim to the surface or 18 seconds to swim
water blob jumps from the ocean and onto the deck. Others
to an air-filled cavern on the bottom. Characters with
may follow, as the Arbiter chooses. After having boarded,
Mysticism and the Matter sphere can utilise their
they take on weirdly familiar shapes as if replicating what
powers to affect the liquid and help their escape.
they observe and begin to move about the ship.

If the characters obstruct their passage or show interest in


them, the creatures will somewhat emulate their shape and
movements to attempt interaction and communication.
Although the mental capacity of the Citauqa is close to
feral, they are able to interact with other species. Any such
interaction will be awkward and inconsistent at best. Still,
they can be convinced to take the characters down to the
ocean floor or crystalline domes, with the creatures forming
a protective bubble containing air about them.

Should the encounter devolve into hostility, the response


will be swift and violent. The Citauqa will attempt to drag
or push any affronting characters into the ocean, pull them
near the ocean floor and then release them and withdraw.

Should the characters decide to swim downwards and enter


the air-filled cavern, proceed to “THE BELOW”. If the
characters make it to the surface, they may continue their
observations, try to find another way to get below or leave
the world without much to show for their efforts.

49
Th
Thee B
Below
e lo w
Whether the characters befriended the Citauqas, made
enemies with them or found another way to get to the ocean MOSS
floor, they now find themselves in The Below. A network This moss looks like rusty metal fleece and grows all
of caverns, tunnels, and hollows in the bedrock beneath the over caverns beneath the ocean. It is the main source
yellow oceans. of food for anyone unlucky enough to make it to this
miserable twilight world.
The moss grows by attaching itself to an object then
slowly eating away at it, leaving nothing behind. This is
Location what has caused the bedrock beneath the ocean floor
to become riddled with caverns like a sponge. The moss
grows quickly and easily spreads to almost any surface.
CAVERN ENTRANCE (1): Caves with openings into the
ocean, enabling transition between the two.

DOME CITY ENTRANCE (2): This vast crystalline cave


serves as entrance to one of the Ly’okan dome cities.

THE FISSURE (3): This newly formed fissure leads deep into
the core of the world.

HOARDER HOLE (4): These locations are used by Hoarders


as living spaces or to assemble and trade.

THE BELOW ATMOSPHERE:


CRYSTALS
Patches of vividly sparkling crystals
Albeit the air is breathable, it is incredibly dense and
are attached to the cavern walls,
has an odd metallic tang to it. All characters get quickly
floors, and ceilings. They seem
exhausted and can only retain arduous labour and
unaffected by the corrosive
activities for a number of rounds equal to their STA
effects of the moss and can
score. After this, a -1 penalty applies to all actions.
be several cubits tall.
Penalties stack subsequently for each designated period
The smaller crystals can
until the character pauses to rest.
be hacked off but are
surprisingly sturdy –
requiring a STR roll [13]
As the characters breach the yellow liquid to enter the or 10 damage to break off
caverns, the surface tension keeping the ocean out is even a tiny piece.
disrupted, and the entry chamber slowly floods. The
chamber will empty again sooner or later due to the gases
generated by the moss, but this takes days.

The caverns make up an undulating network permeating


the bedrock. The tunnels are vaguely lit by the fluorescent
The Hoarders
algae on the walls. In the upper tunnels, liquid drips through
the cracks from above, creating small yellow puddles, and As the characters roam about the caverns and tunnels, they
– noticeably – there is no moss around it. Small patches will eventually encounter Hoarders.
of crystals grow on the wall in clusters and are seemingly
impervious to the effects of the moss, despite their relative The Hoarders are groups of Voidfarers and others that
brittleness. These are clearly the source material of the have been trapped in the caverns beneath the ocean floor.
crystalline domes spotted on the ocean floor. They are not one common species or collective, but rather,
travellers and beings that found themselves unlucky enough
As the characters venture deeper and downwards into the to end up on this world, snatched by the Citauqas and
caves, the patches of moss grow thicker, and the caverns deposited under the ocean.
become larger.
They travel around the caverns by themselves or in small
groups looking for edibles, scraps, minerals, moss, and
anything else that catches their interest or can be bartered.

50
4

4 4

1
1
1
1

51
The Fissure
The newly formed crack revealed by the Hoarders reaches
downwards into the depths of the globe. If the characters
begin to climb into it, they find the walls covered in crystalline
formations, making the descend difficult and arduous.

Ledges protrude from the crevice sides at irregular intervals


providing a temporary respite as the expeditionary crew
move downwards. Without external light or heat the cold
gets oppressive very quickly, inducing a -1 penalty to all
actions for every 300 cubits they descend.

Continuing downwards, the explorers discover a colossal shiny


sphere amongst the towering crystals on a massive ledge.
The sphere looks perfectly smooth, and closer inspection
reveals that it is vibrating slightly where the fluorescent algae

A ragged group of Hoarders


covering the surrounding crystals illuminate its surface. Any
characters with sensitive hearing or alternative senses enabling
them to detect vibrations or usually inaudible sounds can
sense sounds coming from the sphere.
Hoarders travel deep into the underground by the glow of
fluorescent algae similar to that found in Llyhn and often
The massive ledge and sphere are located so deep that the
gather to share or barter what they have found. Most of
cold induces a -3 penalty to all actions.
them are either desperate to leave the world or have given
up hope.
The sphere is seemingly hundreds of cubits in diameter,
and the characters are unable to see its edges hidden in the
Some of them live in dens together as tribes, but most
crevice walls. This is a colossal sonic rock, and what attracted
prefer their own small holes or hovels, keeping their hoarded
the sky eaters to the world initially. They are drawn to is
miscellanea to themselves. Their homes are covered with
low aural pulse prompted by the vague light given off by the
trash, trinkets, and other things they have collected and
algae, but unable to get to it because of the yellow oceans
deem to be worthy of saving. Insult their prizes at your
which are acidic to them.
own peril.
If the expeditionary crew brought light-sources the vibrations
The Hoarders are very curious about the expeditionary crew
and sounds become louder, emanating from the sphere
and ask a lot of questions. They are also extremely interested
where they are close. As they do so, the sky eaters on the
in trading with them. As long as the characters are willing
surface grow frantic, trying to dive into the ocean but are
to answer questions or barter, the Hoarders are tolerant of
deterred when the liquid begins to burn their skin. The
them being there. If they stop these dealings, the Hoarders
descended characters do not witness this occurrence but
have no use for them and will ask them to go somewhere
may be told from any crew left on the surface.
else and find their own area.

The Hoarders collaborate in varying constellations and often SONIC ROCKS


compile and share what they have found for the day. They Up to D6 fist-sized sonic rock spheres can be found and
do not have any established hierarchy because their concerns retrieved from amongst the crystals on the ledge. See
and interests change from day to day depending upon what page 115 of the Black Void core rulebook for details
they need and can find. The Hoarders have shown curiosity about Sonic Rocks.
about what might be at the centre of the world and may
reveal a recently formed fissure with no apparent base to Any sonic rocks brought into the light will begin to emit
the explorers. an aural pulse and any rocks brought to the surface will
immediately attract sky eaters like a moth to a flame.
As the characters interact with the Hoarders, it becomes
apparent that many of them are anxious to escape, given
the slightest opportunity. Should they discover that the
expeditionary crew has a Void vessel on the surface, the
situation will quickly escalate from pleading and begging to
threats as they seek to ensure passage off the world. If not
handled compellingly, some may even resort to violence,
and the situation will eventually spiral out of control as the
desperation mounts.

52
Dome Cities
Until they deliver on any given promises however, the
Soon after the arrival of the sky eaters the native sentient characters are not allowed beyond the antechamber of the
species of Amber Ocean, the Ly’okans, fled beneath the dome.
waves to escape certain doom from the obliviously plunging
monstrosities in the sky. Should they ever gain entrance, they will witness majestic
crystal buildings stretching up towards the multi-coloured
For centuries, the Ly’okans had mined the crystals from translucent domes, the entire vista bathed in scintillating
the bedrock and used them to build their cities on the few pastel colours from the light of the surface streaming
islands in the vast oceans. But the sky eaters made the islands from above.
uninhabitable and eventually they sank into the oceans as the
monstrosities dug into them trying to reach the Sonic rocks
embedded deep in the globe.

The Ly’okans rapidly constructed the crystalline domes and


established themselves in cities hidden beneath the waves,
waiting for the sky eaters to leave their world. But that day
has yet to come.

Crushed crystals mixed with yellow liquid became Ly’Okan


mortar that the moss did not corrode, while large crystal
fragments became building blocks used to construct
domes and other structures in the cities.

The Ly’okans are civilised but retain an indifferent and


aloof manner towards the expeditionary crew in the
same way that they segregate the Hoarders and do
not allow them into their cities.

Ly’okans are incapable of reaching enlightenment,


but with the arrival of the sky eaters and Hoarders,
they have come to understand that there are
other worlds and that travel between
these is possible. They just cannot
comprehend the higher truths and
implications behind this simple
fact.

Should the characters


arrive at the gates to one
of the domed cities, the
Ly’okan treat them with
the same disinterest as they
treat any Hoarder. They
are willing to interact and
trade with them but will not go
beyond common courtesies unless
they find out that the characters have
an intact Void vessel on the surface.

The potential implications of Voidfarers arriving


with an undamaged vessel are evocative and
titillating to them. The Ly’okans might extend
special privileges and courtesies
in exchange for promises of
alleviating them of the presence
of the sky eaters.

53
Each magnificent structure shimmers and reflects the light,
making the entire city glow with an otherworldly radiance. CRYSTALS
Occasionally muted thumps can be heard as an aggravated The crystal clumps can be hacked off and sampled
Citauqa pummels the crystalline dome, but the Ly’okans do from the caverns under the ocean floor. They sparkle
not react or seemingly even notice it. and shine vividly in a rainbow of colours. The crystal is
impervious to the corrosive effects of the moss and is
Once the characters have completed their business in the the only viable container for the moss to be found on
caverns below or in the dome cities, they are faced with Amber Ocean. The Ly’okans are likely to react with
getting to the surface unscathed. The depth of any opening hostility if they become aware of the characters taking
into the ocean is no less than a minutes swim from the crystals from the caverns without explicit permission. To
surface. the right client the crystals are worth roughly 50 copper
Dhins for a hand sized cluster.
Every time a character breaches, the tension keeping the
yellow liquid out of the caverns is broken, filling a portion of
the cave or tunnel they are in, making the distance that much
longer. The liquid will eventually disperse or get pushed back YELLOW LIQUID
out by the gases generated by the moss, but this takes days. The ocean liquid can be collected and sampled
in any ordinary container able to hold water
To increase tension, Arbiters may introduce an aggravated and other fluids. The viscous liquid is acidic
Citauqa that attacks or otherwise harasses the characters as to sky eaters and kills moss but is otherwise
they attempt their swim to the surface. harmless.

AMBER OCEAN SAMPLES

Getting any samples from the Below to the Sentinel is


going to be a logistical challenge, but can be significantly
rewarding.

MOSS
Should the characters sample the moss, it will eventually
eat through the container they have placed it in (unless
it is made from regional crystal), potentially causing
damage to the ship and surrounding cargo. The
characters may realise or be told by the Hoarders or
Ly’okans that the moss deteriorates most materials it
touches. If they drip yellow liquid on the moss it will
die and can be consumed without risk. If eaten raw, the
consequences are most horrific as the moss begins to
decompose the person from the inside. The moss will
not remain in the digestive system long enough to kill
the character, but a point of Stamina is permanently lost
due to the injuries.

54
Leaving
L Amber
eaving A Ocean
mber O cean
Soon after the explorers get back to the vessel, the The apprehension is prompted by the fact that bonding with
MindNebula returns carrying another missive saying that an a MindNebula is risky. The Void entity can influence or
additional destination has been added to the voyage. It is even seize mental control of a bonded being. Even though
noted that a Void current leading to the world in question Oord are naturally resilient to such influence, they are by
has been conveyed to the MindNebula. no means invulnerable.

In order to retrieve the impression, Waeha has to bond with Na’Vari is also questioning the situation, and as a
the Void entity. Doing so will enable the Void Navigator consequence, the characters have to somehow convince both
to find, recognise, and follow the current, increasing their NPC’s if they want to explore this avenue.
likelihood of success manifold.
The characters can utilise persuasion, coaxing, intimidation,
or whichever approach they want to sway the Navigator and
THE SECRET COMMUNIQUÉ: There is a hidden Mystic [Difficulty 10]. Successfully persuading one adds a
message from Al’lilla in the missive again: “ The +3 modifier to convincing the other.
additional destination fits our goal; this is where the
previous crew was lost.” If the characters manage to convince the remaining crew
If the characters manage to decipher the hidden message, to travel to the new destination – whether now or later –
they will be aware that the additional destination is Waeha tentatively submits to bonding with the MindNebula.
where the previous crew were headed to before they
disappeared. The Void Navigator sits down, and the MindNebula floats
over to wrap its tentacles around its head and throat, a
distinctly frightening sight. Waeha begins to moan and twitch
as the Void entity tightens its grip and almost enfold the
Oord’s face with its form.

The MindNebula will eventually release its hold and let the
Navigator go. Waeha is clearly shaken by the experience
but refuses to admit it. Once recovered, he informs the
remaining crew that he now knows where they are headed.

ARBITRARY DRAMA:

The Arbiter can add drama to this occurrence by


making it seem like the MindNebula is trying to
kill the Consortium navigator. This should put the
characters somewhat in a quandary as they do not
want to hurt the MindNebula but need the Navigator
alive and well to steer the Void vessel.

However the discussion ends, and whichever destination


is chosen, the characters quickly realise that they have a
Na’Vari once again comments about the oddity of this significant challenge in leaving this world as they have to
scholar continuing to send physical missives. She mentions get to the rupture located several cubits beneath the ocean
that she has never experienced any other Consortium scholar surface.
doing this before and seems to get increasingly agitated by it.

The message causes a stir among the Tadh Consortium


crew, as adding another destination is beyond the initial
scope of the expedition and highly unusual. The Void
navigator is hesitant about complying with the instruction
and is furthermore, anxious about the prospect of having to
bond with the MindNebula to grasp the impression of the
appropriate Void current.

55
In order to reach the Void conduit, the crew either needs
to weigh down the ship or find another way to get it in ARBITER’S NOTE:
contact with the rupture. Ingenuity is required to overcome
the world’s low gravity and the high density of the ocean. Albeit a vessel ordinarily has to pass through a rupture,
There are many ways to reach the rupture, and the options Waeha is proficient enough to get the Sentinel to
below are not exclusive. enter the conduit as long as the vessel just touches the
pulsating rupture.

Characters that remain unenlightened – due to low


Awareness score – must still deal with their Void
aversion as the Sentinel approaches the Void rupture
to leave Amber Ocean.

Citauqa help

Due to their esoteric capabilities, the Citauqa can plunge the


vessel through the viscous liquid and into contact with the
Once more into the Depths
rupture. However, it will require spirited convincing or crafty
trickery to get them to do so. As soon as the Sentinel enters the Void, the Arbiter makes
another Void traversing roll with [-3] if the protagonists are
Getting agitated Citauqa to attempt to sink the Sentinel while travelling to the newly added destination or [+0] for the
it is positioned above the rupture is a possibility, however initially planned destination, referring to the Void traversing
precarious, to reach the conduit. table as detailed on page 199 in the core rulebook.

Sky Eaters ENTERING THE VOID ONCE AGAIN

When the protagonists manage to reach the rupture,


Exploiting the size and possibly known allure of the sky eaters
relate or summarize the following: “When the Sentinel
is another way to reach the conduit. Using retrieved sonic
grazes the submerged rupture, the whole vessel
rocks or another incentive to attract the sky eaters can cause
shudders and is pulled into the blackness with a gurgling
the water to churn or create wave troughs that make the
sound as the viscous liquid releases its grip on the hull.
rupture resurface, allowing the vessel to reach it.
Again amorphousness assaults you, and you struggle to
retain your sense of self. Everything around you seems
to groan, twist, and change before your eyes, becoming
Esoteric powers translucent and warped before abruptly reverting back
to its former shape and state as you are fully immersed
in the oblivious depths and on your way.”
If one of the characters has the Matter Sphere, he or she
can alter the viscosity of the water or weight of the vessel to
make it reach the perforation.

ARBITRARY EVENT: TRAVEL COMPLICATIONS

The last resort Any remaining Void roaches or unresolved travel


complications may re-emerge during the journey.
An atmosphere of unease and distrust is spreading
If no other way can be found or succeeds, the Arbiter can
aboard the vessel as the Consortium Mystic and
have Na’Vari manifest a phenomenon enabling them to
Navigator both act nervously after the missive with
reach the conduit.
the amended travel plan – whether they chose to abide
by it or not. During the journey, they openly question
This should be a last resort and – unless the characters were
and speculate about what is behind the unusual
instrumental in suggesting and achieving this solution – have
circumstance. Their suspicions might possibly cause
consequences in terms of their relationship as Na’Vari is
them to behave apprehensively towards the characters
averse to utilising her powers in this way due to the inherent
unless good relations have previously been established.
danger.

56
57
SHIP NECROPOLIS
(BORDER
58 WORLD)
59
Scene
cene 66 ::
Finding
Finding what w as Lost
S
what was lost

Synopsis BORDERWORLD ENVIRONMENT

ATMOSPHERE: The air is breathable to humans,


As the expedition arrives at the newly introduced destination,
but the waxing and the waning influence of the Void
they quickly realise that this location is a border world and
causes it to continually change. Every few hours in-
a rather unstable one at that.
game time the Arbiter must roll to determine the
atmosphere consistency:
They discover a necropolis of wrecked ships and find a
vessel identical to their own carrying strange evidence and a
• 1-3=Thin (Moderate “easily exhausted“ Flaw
trapped MindNebula.
applies)
• 4-5=Thick (“confused” Flaw applies)
• 6-8=Normal (no effect)
NPC’s • 9-10=Noxious (Moderate “sluggish” Flaw
applies as nausea)
• 11-12=Toxic (Sta [7] or Delirium D6 effect).
NA’VARI: MindNebula-bonded Ka’Alum Mystic.
See page 214 of the Black Void Core Rulebook for
WAEHA: Ancient Oord Void Navigator. Atmosphere effect details.

GRAVITY: The gravity remains more or less constant


Location and similar to that which the characters are used to.

THE BORDERWORLD COVE: A small island surrounded CLIMATE: The climate is very humid and cold,
by jagged rocks located in the middle of a raging sea on a making surfaces slick and slippery. All Agility-
volatile borderworld. based actions concerning balance, movement and
related activities are affected as if the characters are
moderately clumsy, suffering a critical mishap on rolls
of 1-2.

GEOLOGY: The only visible geological features on


the world are the protruding rocks and small crescent-
shaped island nearby.

60
Borderworld
Because of the continuous ooze of Void influence on the
border world, the Arbiter must make a Void emanation roll
[D6 potency] for each character every time they change
location. Locations are divided as follows: Ocean, beach,
cliffs and anywhere else.

If the characters managed to convince the Consortium crew


to go to the additional destination declared in the missive
from Al’lilla, they emerge through a pulsating rupture onto
a dark purple ocean teeming with jagged, protruding rocks
and boulders. Above them are roiling grey storm clouds
occasionally illumined by massive red lightning streaks rapidly
followed by deafening thunder.

Around them, they can see multiple other ruptures of


varying sizes, and any Void sensitive characters can feel the
immense influence of the Void in this place – it is clearly a
border world. ARBITRARY EVENT: LURKING DANGERS

Not too far off the bow a somewhat sheltered cove The Arbiter is free to have an aquatic
surrounded by tall jagged cliffs and outcroppings seems to be monster of some sort harass or even attack
littered with the skeletons of massive beasts. As the ship gets the dinghy as the characters row to the
closer, it becomes evident that what looked like ribcages are beach.
in fact the sad remnants of dozens of ship frames and hulls
scattered across the grey beach. Sailing closer, the characters Alternatively, having them run
notice one wreckage that appears to be significantly less aground on a reef at the cove
deteriorated then the others. mouth or introducing
another environment
Inside the cove, the water is relatively calm, but the navigator hazard can create further
refuses to sail close to the beach, forcing the characters to action or drama, building
row the dinghy in themselves if they want a closer look. As the sense of trepidation
they row across the waves, the characters see multiple large on this world.
shapes cruising below the surface – some of them nastily
close.

Whenever the characters get to the beach, they can easily


land the dinghy in the shallows and wade the last distance.
The wrecks lie relatively high on the beach indicating that
the tide has carried them up and beached them there as it
receded. One of the wreckages close to the waterline looks
strikingly similar to the vessel the characters are travelling
on. If the characters approach, they can see Ka’Alum glyphs
painted on the side spelling out the words “the Sentinel”.

61
The wreckage

An observance or similar roll [7] reveals that this wreck is


recent, and the hull does not seem to have taken damage to
indicate that a collision or maritime accident has caused it to
end up here. What remain of the sails are still hanging from
the yards fluttering in the wind, making ominous flapping
noises now and again.

If the characters climb on board to investigate, they will


discover the bodies of seven crew members all stabbed to
death and left sprawled around the deck, cabins, and hold.

Despite their progressed state of decomposing the characters


can recognise that two of the dead crew are human, one
is a Ka’Alum, one is a Shirr while the three remaining are
Ba’Waikh. A Willpower roll [4] is needed to keep the
characters from getting sick upon seeing the state of the
former crew members. The ship appears to have been
ransacked, either looted after whatever happened or
destroyed in the fight.

If the explorers wish to look around the ship for remains


or evidence of what happened, they may use applicable
skills such as observation to find anything beyond smashed
equipment or decomposing supplies and cargo.

THE JOURNEY LOG & MINDNEBULA


OBSERVATIONS IN THE SENTINEL WRECKAGE:
A bound vellum journey log with several pages clearly
torn out of it can be found in a cabin. The last entry On a successful observation roll [7], the characters may
is cut off halfway through and reads …the savannah discover one of the following pieces of evidence inside
appears to have lush vegetation, and the area around the vessel.
the earthern village is fertile… The next page has
droplets of what could be blood on it. There
are no later entries in the log.

A small MindNebula of a peculiar


shade of pink is trapped within
a crystalline container resting on
the floor. As the characters pick
up the journey log, the Void Entity
begins thrashing about within its confined
space, clearly agitated at the presence
of the explorers. Should the characters
move closer than three metres to
the MindNebula, it will utilise its
Mind sphere to mesmerize one of
the characters and let it out of
the crystalline container. SEE
MINDNEBULA ENCOUNTER.

62
THE CYLINDER SEAL

In a sizeable upstairs cabin, they may find a Tadh


Consortium cylinder seal between the floorboards.
The seal belonged to Expedition Commander Du’de
De’bra – the leader of the lost expeditionary crew.

THE SEEDS

In a smaller cabin near the cargo hold, a small vial


containing seeds of unknown origin is labelled Azure
Savannah. MINDNEBULA ENCOUNTER

The MindNebula instinctively targets the character


The characters will find the trapped MindNebula inside the with the lowest Willpower using the “Sway”
ship whether they discover the journey log or not, but there phenomenon, implanting a suggestion to release it
are no other signs of life in the ship, and all further searching from the crystalline container.
reveals nothing of consequence. The remaining ships on the
beach are too decomposed to hold anything of value or If the characters let the Void Entity be released, it will
importance to the characters. float out of the ship and head for the Void rupture.
Should the characters incite, hinder, or act hostilely
towards it, they will be battered by Mystic means.

Gruelling inquiries The MindNebula will initially attempt another “Sway”


phenomenon [+15 to Mysticism rolls] and compel
the afflicted character to attack their comrades to
As the characters return to the Sentinel, the Mystic and obstruct whatever efforts they are attempting.
Navigator – and any other Consortium crew – will query The player is allowed a resistance roll [13] to defy
what was found and if they have discovered the reason for the planted suggestion. If failed, the Arbiter should
the deviation in destinations. instruct the player to act in accordance with the
instruction.
The characters have to decide how much they want to reveal
– if anything – and if so, which lies and half-truths, they The MindNebula will “sway” up to half of the
will try to push on the inquisitive crew members. If the characters to thwart the group and flee the ship.
MindNebula in the wreckage was released and escaped, the
crew would have seen it pass by, heading towards the Void SWAY [15]
rupture. Channelling time: Instant
Range: 3 metres
Na’Vari and Waeha will not likely be satisfied by simple Duration: One minute
deceit and will inquire about details. Convincing arguments, Area: 1 person
coaxing, bribery, or intimidation is needed for them to be Effect: Influenced [13]
placated. Such attempts are modified by previous relations The target is subject to one suggestion and will do its
and other applicable factors. Efforts to placate them succeed utmost to carry out the suggestion within the duration.
on a roll of 7+ albeit they remain dissentious, while rolls of If the suggestion is counter to the target’s inclination,
10+ utterly convince them. a Willpower resistance roll [13] is allowed.

Should the appeasement fail, tensions will be rising as they Being overtaken in this manner causes an immediate
continue on their voyage. Gossip and even poorly veiled loss of a Sanity point and a subsequent roll on the
displays of disloyalty, suspicion and hidden agendas become Madness table for the afflicted character – reference
apparent. The Arbiter is encouraged to use the available page 151 of the core rulebook.
NPC’s to create an atmosphere of distrust in any relations
and collaboration involving the characters and remaining Any afflicted character that has not yet had an
crew. encounter with a Void entity will gain a point of
enlightenment if their Awareness score allows it.

If the encounter turns violent it will conceivably cause


the characters to view the MindNebula on the ship
with apprehension going forward and – at the Arbiters
discretion – the characters might suffer from paranoia
towards any MindNebula for the next D3 days.

63
L eav ing the
Leaving theBBo rder w o r ld
orderworld

It is suicide trying to sail into the storm raging outside the


ARBITRARY EVENT: TRAVEL COMPLICATIONS
confines of the protruding rocks surrounding the cove beach.
However, the storm will remain offshore for however long
After the recent events, the atmosphere of distrust
the characters and crew decide to remain on this world.
and apprehension is growing aboard the Sentinel.
If the characters appeased the crew, the Mystic and
Should the characters decide to investigate the cliffs
Navigator still grumble and protest the expeditions
surrounding the cove they will find the climb precarious,
continuance, but do not suspect or distrust the
requiring several Acrobatics or similar rolls [7] to reach the
characters.
top. If they persist, they discover that the cove is the inner
shore of a tiny crescent-shaped island surrounded by a vast
If the crew was not placated, they still continue the
turbulent, purple ocean.
journey but act discordantly, suspecting the characters
involvement and a hidden agenda.
Na’Vari insists that they send the MindNebula back to
report their “non-findings”. If she remains unconvinced
To illustrate the discontent, the Arbiter may introduce
about the entire affair, the characters can discover that she
“accidents” such as the following during the voyage:
is probing and questioning the charter-changes in a message
Several barrels of the food provisions go bad, forcing
to the Consortium. The characters might be able to use the
the explorers to discard their supplies.
steganographic methodology to send a message of their own
and inform Al’lilla about what is really going on.
Inspection of the barrels [7] reveals that they were
sabotaged, although the culprit made it look like it was
Void Roaches. Food will need to be replenished soon,
or the crew faces starvation.

The course back to the Void rupture is free, and the


Navigator, as well as any other Consortium crew, will be
most anxious to leave as quickly as possible. They fear getting
beached when the tide comes or wrecking the ship on the
rocks once the storm inevitably hits.

As the Sentinel sails towards the pulsating Void rupture,


an emanation roll of potency D12 must be made for each
character. Anyone that is still unenlightened has to deal with
Void aversion as they approach the perforation.

Again, the Arbiter makes a Void traversing roll [+0] as


they voyage towards the next planned destination, referred
to as Glacial Tundra.

64
Scene
Scene77 ;: S
Sw an S
wan Song
ong

Synopsis
The MindNebula arrives with a desperate message from
Al’lilla. The wording prompts inquiries from Na’Vari if
the characters have not been careful about their previous
statements and explanations.

NPC’s
NA’VARI: MindNebula-bonded Ka’Alum Mystic.

WAEHA: Ancient Oord Void Navigator.

Location
THE SENTINEL: The characters are on board the Sentinel
in this scene regardless of where the MindNebula finds them.

Message from Al’Lilla


Whether they are traversing the Void, still on the border
world, or have arrived on the next destination, the
MindNebula finds them a few days after it was dispatched.

A missive from Al’lilla notes that the MindNebula on board THE SECRET COMMUNIQUÉ: The hidden message
the other vessel was reported as lost in the archives. It does from Al’lilla has a desperate note to it.
not state how or when it was lost but this clearly does not “ I have found nothing further. The Caucus is
match with the characters’ discovery either way. investigating me. I am afraid. Trust no one from your
Consortium crew.”
Should Na’Vari, the Consortium Mystic, get her hands on Her research has attained nothing, any questions she
the missive, she is likely to question the characters’ previous asks are met with suspicion. Do not send her any more
story if it does not square up with the questions posed by missives in case they are being monitored. She has been
Al’lilla. called to a meeting with the Caucus and thinks they
might be on to her. She reiterates her warning that the
Any further attempts at communications are met with characters be careful and not trust anyone from the
silence. Tadh Consortium.

65
(GLACIAL TUNDRA)
Scene
S cene 88 :: G
Glacial
laci al T
Tundra
undra

There is no discernible difference between night and day


Synopsis on this globe, so the indigenous creatures and species
just sleep when they feel tired. The world itself is almost
The sources have indicated that this world is a wasteland, but always covered in snow, with winds whipping across the
that the air is breathable, and the place is tolerably habitable. surface, making the cold almost intolerable. While the air is
The geology suggests that it is likely to have considerable breathable, it is very thin and cold, often causing pain when
mineral resources. breathed in. The characters will quickly discover that it is
common to feel out of breath while moving around.
The Consortium scholars assume that no large predators
prowl here as the plant life is likely too scarce to support As they may find out later, the native species keep their
prey for such creatures. This possibly makes it a viable world faces covered and breathe through some fabric to lessen
for colonies supplied from the outside. the discomfort when outside. There is extraordinarily little
weather differentiation on this world, and the relief from
The explorers soon realise that they are stranded on this the cold and snow only come when moving underground.
frigid world and that fiendish entities haunt the surrounding
peaks. They may realise that sheltered underground habitats The globe is warmer underground than on the surface,
support life and that the resident sentient species is dealing enabling organic life that does not rely on light to survive.
with envoys of the Unseen Rulers. Most of these resemble fungi, algae, moss, or lichen. Some
of this vegetation glow in the dark, giving off an eerie hue
throughout the passageways below ground.

NPC’s Unbeknownst to the Consortium, there is a sentient species


already calling this world home. These inhabitants are a strain
NA’VARI: MindNebula-bonded Ka’Alum Mystic. of the Huyn, a sentient larva-like species able to survive in
almost any environment. They have little trouble seeing in
WAEHA: Ancient Oord Void Navigator. the dark as their four eyestalks have adapted to low light
conditions.

Location The Huyn build their cities in caverns and compressed layers
of snow and ice, creating elaborate underground fortresses
where they live year-round. Several native fungi and lichen
GLACIAL TUNDRA: This world is covered in darkness. are cultivated by the Huyn in large underground grottos to
The frozen wasteland is covered in grey ice and snow with provide basic nutritional requirements.
a sticky consistency like tar, making it exceedingly arduous
and dangerous to move around.
FROSTBITE:
With no apparent sun, there is no warmth on the surface of Characters make a Stamina roll [4] with modifiers
this globe. The explorers will need to provide their own light applied for proper gear such as gloves, fur clothes, and
sources to see while exploring. so on.
On a failed roll the character suffers frostbite causing
Prolonged exposure to the elements causes frostbites, turning D3 damage. On a critical failure, an extremity is so
the affected skin into a scaly white wound that flakes off. badly afflicted that it is lost without immediate attention.
Make a roll for frostbite every half an hour the characters Randomly determine which body part is lost (1=ear,
are exposed to the cold on the surface. 2=nose, 3-7=finger or 8-12=toe).

68
ARBITRARY EVENT: SHRIEKS IN THE DARKNESS GLACIAL TUNDRA ENVIRONMENT

Before the expeditionary crew disembarks the Sentinel, ATMOSPHERE: The air is breathable but thin, quickly
chilling and otherworldly shrieks can be heard on the inducing fatigue and exhaustion during laborious
whistling wind. activities. Characters can sustain arduous tasks for 3
rounds per Stamina score before they suffer penalties
The Arbiter can rely on descriptive language and (see the “easily exhausted” Flaw for reference).
other roleplaying means to establish a frightening
atmosphere, impose Fear rolls [4] on the characters GRAVITY: The gravity is close to normal.
or utilise a combination.
CLIMATE: The climate is Frigid, causing “sluggishness”
The horrid sound is bounced off the surrounding to explorers not appropriately clothed. Frostbites are
mountainsides, but the characters can work out a significant danger to anyone caught outside for
roughly which direction the shrieks originated from if extended periods.
they put their minds and senses to it.
GEOLOGY: The world seems to be covered in grey
If the characters are with Waeha at the time the shrieks tar-like snow with the only visible geological surface
are heard, they will notice the Consortium Navigator features being protruding rocks and jagged mountains.
going deathly pale, a look of terror spreading across its The ground or glazier occasionally shakes as the frozen
face. There is no doubt that the Oord knows precisely land and ice breaks and splits apart. This phenomenon
what is making those horrifying cries. is called frost quakes and can prove a hazard to
Otherwise, a successful roll [10] in a relevant skill, characters.
such as occult lore, will inform the characters about
the source of the sound.

The source of the shrieks is a flock of Maliis – horrid,


flying fiends out of nightmares – circling the tallest
peak in the mountain range surrounding the tundra.
Even if the characters do not realise what is haunting
the peaks around them, the Arbiter can maintain
and build on the horrid threat as long as they remain
aboveground.

Should the characters decide to investigate, it will


undoubtedly lead to a violent confrontation as Maliis
do not take kindly to intruders on their barren peaks.

69
Stranded Frost quake

When the Sentinel emerges from the Void rupture, the As the characters are walking across the glacial tundra, a
characters are violently thrown about as the vessel crashes thunderous crack is heard as the ground and glacier shifts
into a massive snowdrift. and a crevasse forms beneath their feet.

Characters must make an Agility roll [7] or suffer D3 falling All characters must make an Agility roll [7] to avoid
damage as a result of the abrupt collision. As they look tumbling into the cleft. Ordinary failure means they slide
outside, they see nothing but darkness and whirling grey down the side, while a critical failure causes falling damage
snow. [height 8 metres] as they plummet to the rocky ground
below.
If the characters can get their bearings by creating a
considerable source of light or utilising other means, they The newly formed crevasse reveals a series of fissures and
discover that the Void rupture they emerged from is shafts leading into the ground at the bottom. At the Arbiters
suspended in the air above the ship. The Sentinel plainly fell discretion, one or several of these leads either to cultivated
out of the Void perforation and plunged into the snowdrift grottos or to a Huyn fortress colony deep in the ice.
below.

It is painfully evident to everyone that if they cannot find a


way to get the Sentinel up to the rupture, they are going to The mountain caverns
be stuck here for a long time!
As the expeditionary crew reaches the foothills surrounding
Because of the presence of the Maliis, the Consortium the tundra, they find many fissures and other cavities leading
Navigator is desperate to leave this world. He will put aside into the peaks and deep beneath the mountain roots.
any enmity towards the characters to do so.
The rock here is heavily laden with ore and minerals the
The expeditionary crew has no means of getting the vessel to characters would suspect are valuable for excavation. They
the rupture, however. At their apparent lack of prospects, can easily obtain samples of several metals, raw gemstones,
Waeha seems to sink into despair and refuses to leave the and crystals that are unknown to them.
Sentinel.
If the Arbiters sees fit, the fissures lead to one of the Huyn
Na’Vari can manifest a small rupture using her Void sphere fortresses or cultivated grottos deep in the mountains.
Mysticism, but nothing that can encompass the entire vessel.
She, like Waeha, declines to leave the stranded Sentinel.
GLACIAL TUNDRA SAMPLES
Should the characters decide to disembark, they find A variety of samples can be collected in the various
themselves sinking into the deep snow of the snowdrift they locations on Glacial Tundra.
landed in. As the characters begin to explore, they will realise
that they have crash-landed on a glacial tundra with vast
snowdrifts created by the constant wind and whirling snow.
Surveying the nearby environs will yield little as the tundra RAW GEMSTONES
is barren. These uncut gems shimmer with a dull prismatic light
and can presumably fetch a substantial price if sold to
Travelling further away, the characters will come across rocks jewellers. Depending on the size, an uncut gemstone is
sticking out of the grey ice and snow, eventually leading to worth 100+ copper Dhins.
the rough, jagged mountains surrounding the tundra.

The protruding rocks will shimmer vaguely from whatever


light source the characters bring, indicating that minerals,
crystals, and a purplish ore are present. Other than that, no
organic life or other interesting resources seem to exist on
this barren wasteland.

70
METALS
The metal ore found on the surface rocks is similar to
iron but with purplish notes. It is less heavy than iron
and can be used to forge tools and weapons with the
“lightened” property.

ARBITRARY EVENT: THE MALIIS INFESTED


SUMMIT

Should the characters decide to climb the haunted


peak – against the advice of the Oord and possibly
the Huyn – they will face near-vertical summits, harsh,
frigid winds, and yawning chasms. The Arbiter is free
to devise hazards befitting a perilous mountain climb
as the protagonists ascend the peak.

If the expeditionary crew manage to get anywhere


near the summit, they find several hundred Maliis
circling the mountain.

If the characters draw close enough, the Maliis


invariably discover and attack them. At the Arbiter’s
discretion, there is a chance that the protagonists
can catch a glimpse of what is on the peak amid the
descending throngs of fiendish Maliis.

Whatever they see on that peak is so horrific that


the characters must make a Willpower roll [16] or
succumb to lunacy, falling into darkness.

Waking up in a snowdrift at the mountain base, the


characters are battered, maddened and without
recollection of what happened after they set eyes on
the peak. Each character loses D3 sanity points and
must make the applicable subsequent Madness rolls.

Any character managing to behold the peak without


failing the Willpower roll gains D3 Enlightenment
(even lacking the Awareness score prerequisite) but
loses D3 Sanity point permanently.

What these ghastly entities are guarding or possibly


keeping captured on the peak can remain a mystery.
It is up to the Arbiter to decide what is hidden and
whether the character remembers what they saw.

71
The
The Huyn
Huyn CCo lony
olony
Burried deep within the glacier lies a Huyn fortress colony. The characters have to devise a plan to lift the massive vessel
Whenever and however the expeditionary crew happens into the air to reach the rupture, somehow get a Void rift to
upon the Huyn colonists, they will be greeted cordially. materialise beneath the ship or find another creative solution.

Depending on how the characters behave, the Huyn remain To attentive characters, it soon becomes evident that
friendly but show little inclination towards sharing any although the Huyn are generally amicable and welcoming,
information about themselves or what they do on the world. they do not appreciate prying visitants.

Characters knowledgeable about Cosmic species might


recognise the colonists as a Huyn subspecies, and on a
ARBITER’S NOTE:
lore roll [7] be given basic information about the overall
species. There is something peculiar about this particular
The Huyn have built underground fortresses colonies in
strain, however; their pallor and bulkiness not quite fitting
the Glacial Tundra to mine the toxic, shimmering ore
any known description of the species’ variants.
found on the globe.
The characters are affably offered shelter and food in a side
They secretly sell the ore to agents of the Unseen Rulers
wing of the underground fortress. Still, they are unlikely to
of Llyhn, who use it for undisclosed purposes.
ingest the harsh diet consumed by the Huyn. After eating,
each character must make a Stamina roll [4] or violently
vomit; an occurrence that – if not handled delicately – will
offend the hosting Huyn.
Location
If the characters mention their stranding predicament, the
Huyn offer to help but are reluctant to go to the surface. GLACIAL FISSURE ENTRANCE (1): The characters may
enter the Fortress grotto from any of these.

CROP GROTTOS (2): Stalagtites and stalagmites covered


in lichen and fungus - the main food supply for the colony.

HUYN FORTRESS (3): This massive stone


fortification is the home of the Huyn mining colony.

FORTRESS GUEST WING (4)

FORTRESS WAREHOUSE & WORKSHOP (5)

MINE ENTRANCES (6): These shafts lead deep


into the underground where the Huyn mine ore.

Huyn, Ar ctic

72
1

1
1

3
4 5

73
ARBITRARY EVENT: FOOD SCARCITY

The fungal and lichen crop that the Huyn live off is
cultivated on stalactites and stalagmites in large crop
grottos surrounding the underground fortress.

A recent event is causing problems for the Huyn,


with several of the caves they grow their crops in.
Something is eating or devastating the fungus crops,
leaving nothing but decaying stalks behind. Whatever
it is, has devastated an entire harvest and shortened
the food supply considerably in mere days. The
already scarce provisions mean that any food waste is
considered almost sacrilegious.

To avert the outsiders prying and discovering their


secret, they are explicitly not asking for help resolving
the issue. The Huyn are investigating and prefer that
the expeditionary crew remain in their quarters. Still,
if the characters take it upon themselves to find out
what has caused the problem and alleviate it for the
Huyn before it spreads to other crop grottoes, they
can do so.

However, if the characters somehow manage


to unravel the mystery, the Huyn will consider
themselves in their debt and offer a favour in return.
This favour could involve getting the Sentinel to the
Void rupture, enabling the expeditionary crew to
leave the world.

With investigation and surveillance, the characters


will discover the culprits that have caused the
devastation: Void Roaches scrambling about on
the rocky crop grounds eating or trampling the
fungus. If they kill or capture a specimen and
present the evidence to the Huyn, they are
told that such a species has never before
been seen on this world. This will likely
leave the characters to surmise that they
have potentially brought the vermin
with them on the Sentinel.

74
The
The mines
mines of
of t
he Huyn
the Huyn
Observant characters might notice groups of Huyn with Unless the protagonists do something dramatic, the
oddly shaped pickaxes going to and from cavernous tunnels Hohr’loh’kin and Jinassar are too intent on the Huyn mining
in a courtyard at the furthest back of the fortress. Coming to notice them. In case the protagonists are discovered in
out, they are covered in heavy dust pushing carts filled with the mines or holding shimmer ore, the Huyn will hunt them
darkly shimmering rocks. and kill them if they can.

Sentinels will block the expeditionary crew if they try to enter


the courtyard, and insistence will be met with hostility. The
stones are taken into heavily fortified workshop warehouses
off the side of the courtyard for processing and storing.

In the mines the Huyn quarry a shimmering, dense and toxic


ore, which is refined and sold to the Unseen Rulers of Llyhn.
This arrangement is a carefully kept secret. Anyone learning
about the ore and its uses is at risk from the wrath of the
Unseen.

Should the characters manage to circumvent or dispose of


the guards, the ground into the mines is rough and uneven
as the tunnel descends downwards.

After a few minutes walking the characters will find the air
thick with noxious ore dust and they must make a Stamina
roll [7] or suffer a Delirium episode [D12 potency]. Work
crews shuffle up and down the tunnels at regular intervals,
making it difficult for the protagonists getting far without
having to duck and cover to avoid discovery.

As they progress deep into the mines, the narrow tunnels


open up into large grottoes brimming with activity. Numerous
Huyn are working in shifts excavating the shimmering rocks
and piling them into wheelbarrows and similar for transport
to the surface.

Around the shafts the characters might spot small clusters


of raw gemstones, shimmering dully in the light from the
oil lamps.

In the large grottoes, the dust is so heavy in the air that MINED SHIMMER ORE
the characters must make a Stamina roll [7] to remain Should the protagonists obtain a sample of shimmer ore
conscious. For every half minute, they stay the difficulty either from the warehouses or the mines themselves they
increases by one, and a subsequent roll must be made. If will find it to be extremely toxic upon contact. Stamina
a roll is failed, the character loses consciousness and begins roll [7] or suffer a Delirium spell [D12 potency].
suffering suffocation and toxin damage. For every 9 seconds, Breathing in or otherwise ingesting the ore induces the
the suffocating victim loses D3 Health points and must make Exotic illness Flaw permanently but reduces the effects
a Stamina roll [4] or get the Exotic Illness Flaw. of Void distortion by a factor of three (3) for D3 days.
The protagonists are unable to discover what the ore is
used for without trying it, but the fact that the Unseen
OBSERVATIONS IN THE HUYN MINES: Rulers are procurers of it can only spur the imagination.

Through the thick dust clouds the characters may catch


a glimpse of a Hohr’loh’kin soaring above the Huyn
work crews and several Jinassar stationed about the mine
shafts.

75
Leav ing G
Leaving Glacial
laci al TTundra
undra

While the Arbiter should let the characters be creative in


finding a solution to getting the Sentinel to the Void rupture, Levitating the Sentinel
there are some suggested ways to accomplish the task.
Should a Mystic character be versed in the Forces sphere, he
Whichever way the characters plan to reach the rupture or she may attempt to levitate the Sentinel into the rupture
they have to do so in the dark, with the distant shrieks of above. The levitate effect and area potency should each be
the Maliis as their constant companions. The wind can easily six (6) for this to be viable.
make it sound like the horrid screeching is coming closer or
growing more distant, allowing the Arbiter to build tension,
and put the characters under pressure.

Huyn help

The characters can attempt to persuade the Huyn to lift


the vessel in a collaborative effort. The species is incredibly
strong and hardy. If enough individuals participate, they can
stack on each other like living scaffolding, lifting the vessel
to reach the rupture.

If the attempt requires them to be on the surface, they are


adverse [13] because of the exposure to the weather and
potentially the Maliis. They are impartial [7] to a proposed
plan that does not involve exposure. If the expeditionary
crew solved the problem about the devastated crops earlier,
the Huyn will be cooperative [4] towards the proposal.

Manipulating the rupture

If any Mystic character has the Void sphere, he or she can


collaborate with Na’Vari – the Consortium Mystic – to
expand the existing rupture or rip a new tear in the Veil to
establish a temporary conduit into the Void.

The collective efforts should have a perforation effect


potency of six (6) as well as a combined area of gargantuan
size to manifest a rupture that can encompass the Sentinel.

Both manifestations should be successful and have a minimum


duration of one (1) minute for the Sentinel to pass through.
If one fails or causes a calamity, the vessel is damaged and
requires extensive repair depending on the severity of the
mishap.

76
Scene
Scene99 : :
A drasti c turn
A drastic tu r n of
of events
Ev ents
Synopsis
As the MindNebula returns with a directive to halt the
expedition and return to Ahniar immediately, the characters
and Consortium crew are faced with difficult choices about
how to proceed.

NPC’s
NA’VARI: MindNebula-bonded Ka’Alum Mystic.

WAEHA: Ancient Oord Void Navigator.

An unexpected message

If Na’Vari dispatched her MindNebula earlier, it


returns just before the expeditionary crew are about
to actuate their plan to leave the world. It floats down
and wraps the Consortium Mystic with its tentacles
and conveys its message.

If Na’Vari did not send off her bonded MindNebula,


an unfamiliar specimen floats out through the rupture
above, carrying a message with the Consortium seal
attached to it. The entity dumps the missive at the feet
of Na’Vari before drifting back into the Void.

Regardless of how the communication is delivered, the


message is clear.

The expeditionary crew must now decide how they


want to deal with the information they have gathered
and their directives from the Tadh Consortium.

They can choose to follow orders and bring back what


they have found, leaving the last destination behind.
Or the characters may choose to disobey the orders and
attempt to go to the final world on their charter.

77
Allegiance or disobedience
THE STANDOFF (ENCOUNTER)

Any and all Consortium crew will prepare to carry out the As the discussion becomes heated, one of the debaters
new instructions at once. If the characters want to consider turn aggressive and strikes out at the opposing side.
their options or openly defy the given directive, they must The Mystic is likely to be the instigator on the
somehow obstruct or dissuade these efforts. Consortium side. Waeha abhors violence and will try
to use its powers to quell the conflict unless it is hurt
Any discussion about not following the directive will likely by either party, in which case it becomes aggressive
be cantankerous and may even lead to violence. This will too. The Mystic will urge the MindNebula to attack.
– in part – depend on how the relationship has developed Because of its alien mentality, its involvement is erratic
between the characters, Na’Vari, Waeha, and any other and consists mostly of mischief unless it becomes
Consortium crew. injured. If so, it retreats and momentarily “sways” the
offender to bond and rummage through their mind,
If none of the characters are able to navigate in the Void, inducing Fear [9 / Effect potency D12+3].
they may have to rely on the Consortium Navigator no
matter what the outcome of the discussions is. PRIMARY ADVERSARY: Na’Vari, the Consortium
Mystic

SECONDARY ADVERSARY: Waeha, the


ON GOOD TERMS: If the Consortium crew are on MindNebula and any other Consortium crew.
good terms with the characters, they may be convinced
to waive the directive and agree to secretly visit the last LOCATION: Either onboard the Sentinel or on the
destination. tundra and snowdrifts.
This still requires convincing, bribery or coaxing from
the characters. Treat the Navigator and Mystic as ENVIRONMENT: If on the Sentinel, there are
impartial [7]. multiple objects, masts, ropes, and other ship
paraphernalia about, and the various decks provide
IMPARTIAL RELATIONSHIP: Neither the Mystic nor height differences and obstructions. If on the tundra,
Navigator see any reason to disobey the directive but the ground is smooth but potentially slippery and the
are not inherently distrustful or dissented towards the snowdrifts can obstruct movement.
characters and their motives.
With significant incentives and convincing arguments, COMBAT CONDITIONS: Unless the combatants
they can be persuaded to disobey the directive. have a light source, it is pitch black (-6 to-hit
Consider the Consortium crew suspicious [10] during modifier). While the darkness allows combatants to
the discussion. easily hide, it also restricts orientation. Snow drifts
impair the combatants’ mobility (halved movement).
STRAINED ASSOCIATIONS: The Consortium crew Concurrently, the tight quarters on board the Sentinel
refuse to participate, much less aid the characters, in confer cramped conditions (-3 to-hit and no weapons
any action not directly following the given instruction. over size 4).
They would have to be threatened to comply with the
characters’ disobedience and are likely to mutiny or POTENTIAL PARTAKERS: If the Huyn are
otherwise obstruct the characters’ course of action later. present, they only get involved in case one of them
Treat the Navigator and Mystic as Adverse [13]. is accidentally injured, or they are goaded by the
combatants.
HOSTILE RELATIONS: The Navigator and Mystic will
react harshly to the mere suggestion of disobeying the If Na’Vari becomes “injured” or Waeha becomes
commands and threaten to abandon the characters on “hurt” they will surrender. If the MindNebula
the Tundra if they refuse to return to Ahniar. becomes “hurt” it will float away into the rupture
Any prolonged disagreement or deadlock will lead to and not return. Should the characters surrender or be
a violent encounter. Regard the Mystic and Navigator incapacitated, they will be put in cages or shackles and
as hostile [16] for the social encounter. In case the transported back to the Ku’Tadh estate on Ahniar for
negotiations turn violent refer to THE STANDOFF. punishment by the Consortium Caucus.

78
ARBITRARY EVENTS: TRAVEL COMPLICATIONS

Irrespective of which destination the Sentinel is headed


for, the atmosphere aboard is likely strained and
tense. Even if the Consortium crewmember and the
characters are collaborating.

If the characters sighted the envoys from the Unseen


Rulers of Llyhn on Glacial Tundra, it is a monumental
discovery, but perhaps one that they want to keep to
themselves?

If the Mystic and Navigator are being forced to


comply against their will, complications are certain
to arise during the voyage, and a mutiny might even
occur if the opportunity presents itself.

If the characters are being brought back in chains,


they will likely seek an opportunity to shift the
circumstances in their favour.

However the discussion is resolved, the expeditionary


crew will eventually get ready to depart Glacial Tundra.
Void aversion is still a factor for any non-enlightened
characters as the vessel nears the rupture soaring in mid-air.

As the Sentinel hull gets in contact with the conduit the


whole vessel groans and shift as it is slowly swallowed by the
blackness beyond the rift.

If the protagonists are headed to Azure Savannah and Waeha


is navigating the vessel, the Arbiter makes a Void traversing
roll with [+0] – proceed to AZURE SAVANNAH.

If Waeha is not able or willing to navigate the vessel, whoever


is the new Void Navigator will be at a severe disadvantage
and incur a [-6] penalty to the Void Traversing roll in
addition to any other modifiers, unless the character is able to
get the conduit impression conveyed from the MindNebula.

If they are headed to Ahniar, Waeha’s Void traversing roll is


[+9]. In contrast, a character Void navigator that has never
navigated to Ahniar would have a [-1] penalty,– continue
to RETURN TO AHNIAR.

79
(AZURE SAVANNAH)
Scene
Scene10
10 :Azure
: Azure Sav annah
Savannah
MESAS (2): High flat-topped mesas with steep slopes are
Synopsis scattered around the savannah. A remote mesa has a minor
Void rupture on the top.
The reports suggest that the vast savannahs of this world are
lush but have few resources of interest and that native herds THE VILLAGE (3): The Arbiter can have the village lie in
of grazers probably support predators on a rather large scale. either direction on the river.

The characters can find a human settlement on the riverbank


prompting serious considerations about whether the
Consortium knew about it and how to proceed. Arrival
As the Sentinel emerges from the conduit, it glides gently
into the slow river. The sky above is a dazzling azure blue
NPC’s with a few puffy clouds floating lazily across the welkin.
The resemblance to any descriptions of the lost Earth is so
NA’VARI: MindNebula-bonded Ka’Alum Mystic. uncanny, this world might easily be mistaken for it.

WAEHA: Ancient Oord Void Navigator. As the crew lands, they notice an abundance of life
immediately, making this world different from most of the
others they have travelled to. Varied types of vegetation
Location stretch on as far as the eye can see; flowers, trees, grasses,
and bushes, all around.
AZURE SAVANNAH: The air is pleasant to breathe as if
this is the type of atmosphere humans were meant to live Several species of grazing animals roam the savannah, and
in. It has a certain freshness to it that the explorers do not such herbivore abundance is almost certain to support
recall having felt before. predators in significant numbers, but none are immediately
visible to the explorers.
There is a single bright yellow sun shining overhead, and
the area is warm and comparatively comfortable. Reeds and The characters also quickly spot what resembles lizards,
other cane plants grow in abundance along the riverbanks, insects, and birds flitting about in the riverbank reeds.
and the land around looks fertile and easily habitable. Although muddy, the river seems to be teeming with fish.

VOID RUPTURE (1): The Void rupture hovers on the


ARBITER’S NOTE:
surface of the slowly flowing river.
At this point, the explorers do not know whether they
AZURE SAVANNAH ENVIRONMENT have actually arrived on Earth or if this world is just
extraordinarily similar to what the stories they have
ATMOSPHERE: The air is not only breathable but heard about their lost home depict.
seems to suit human proclivities.
While it is suggested that the Arbiter indicate the
GRAVITY: The gravity is within the ordinary scope similarities to Earth, this world is not the cradle of
for humans. humanity.

CLIMATE: The climate in the area where the Sentinel


emerges is sub-tropical and pleasant, albeit the
bright sun can cause heat exhaustion with prolonged
exposure.

GEOLOGY: The Void rupture hovers on a calm river


with reed-grown banks. On either side, savannah and
rolling hills stretch to the horizon. Thickets of trees
scattered about the plains provide intermittent shade
and shelter for myriad roaming grassland herbivores.

82
3

83
Th
Thee V
Viillage
llage
If the expedition continues down the river, the characters spy This realisation will stop the assault, and the villagers will
what appears to be a village in the distance after a full day’s apprehensively invite them to shore but remain alert.
sailing. As they cruise nearer, they hear the braying sound of
horns and soon after see warriors assemble on the riverbank, If the characters decide to disembark, they are hesitantly
armed with crude spears, and hide-covered shields. welcomed. The community is perhaps fifty villagers strong,
and it turns out that several of them speak Low Darij,
When the Sentinel drifts closer, three archers among the although with a heavy accent.
warriors begin to shoot arrows at the oncoming vessel. The
characters can recognise the familiar looks of fellow humans While most of them were born on this world, the older
if they take the time to observe their attackers. founding generation of the village fled Llyhn in their youth
and came upon this world. The villagers are all pureblood,
The villagers are hostile and will continue their bombardment as they have had no encounters with other sentient species
on the vessel unless they recognise the expeditionary crew as or exposure to the Void.
human. Because most of them have not experienced the altering
influence of Void distortion upon humanity, they will be
apprehensive about any overt halfblood and Voidmarked
characters among the expeditionary crew.

Having had no contact with any other civilisation or


sentient species, the village is primitive. It retains much
of the cultural heritage, religion, and world view of
their ancestors from the land of Tigris and Euphrates.

The surrounding land has been tilled and irrigated.


However, with the scarcity of natural resources and
lacking ability to refine such assets, the villagers have
been struggling.
Most of their metal weapons and tools are made
from a blue-hued metal similar to bronze.

Should trust be established, the village elders


recount past occurrences and the fact that
this is not the first time the Sentinel has
appeared on their river. The Arbiter
can paraphrase the Village elder
information, or parts of it, to
the characters.

It should be evident
to the characters that
the earlier discovery
of this world has
been covered up
by someone
within the Tadh
Consortium.

Given recent developments, including


the removal of Al’lilla, the change
of command and terminating the
expedition, the plot seems to be
ongoing.

84
VILLAGE ELDERS’ INFORMATION The village elders are unable to offer any insight or
explanations but are pleased if their existence is a continued
“Several months ago a ship looking exactly like the secret. They fear what exposure to the Cosmos might mean
Sentinel arrived on their shores. The crew made to their community and world.
landfall in the village and said that they were on
an expedition to find habitable worlds for a human Even with the presumed support from a human enclave in
enclave in Llyhn. Despite not knowing the proper Llyhn, the village would be vulnerable to outsiders seeking
species names, the elders describe the crew as to exploit the land and its resources.
consisting of two humans, one Ka’Alum, one Shirr
and three Ba’Waikh. Depending on what the characters reveal about their findings
and intentions, they can gain the villagers’ trust, and an offer
While the villagers were happy to learn that human to stay in the village might be extended. In any discussion
enclaves had formed in Llyhn and were prepared to about the characters going or leaving the prevailing
establish relations with these, some villagers got the susceptibility among the village elders is impartiality [7].
impression that certain members of the crew had
ulterior motives. They all fear for the safety of their village, wishing to remain
hidden from the outside world, but have varying viewpoints
Having scouted the surrounding area, the Consortium about how to achieve this.
vessel and crew soon left, leaving the villagers unable
to verify whether any hidden agenda might exist. There are some amongst the elders preferring that the
Fearing widespread discovery and the influence of characters stay rather than leave, risking exposure to the
whoever was behind the expedition, the village elders Tadh Consortium. Contrary to this, others think it best if the
dreaded their eventual return. expeditionary crew depart but either suppress the rupture or
pledge to never reveal the village’s existence.
At the time, the villagers were unprepared and could
not have fought the hardened crew even if they had If the characters have agitated any villagers during their stay,
tried. Fearing that the Tadh Consortium was not these could be willing to go to extreme measures to silence
as well-intended as they led on, the villagers began the expeditionary crew.
preparing to repel threats.
This is the reason they attacked the Sentinel when DECISIONS
they saw it, thinking that the previous Consortium
crew had returned.” The characters must make a choice about whether
they wish to return to the Consortium on Ahniar,
remain in the village or to take the Sentinel and go
rogue.

This decision-making is bound to bring speculation


about the original intentions of Ka’Lacunae Ku’Tadh.
Concerns about what happened to the previous crew
and why, and if the culprits pose a danger to the
characters or village are also likely to surface.

Even if the Void Navigator, Mystic and any other


ARBITER’S NOTE: Consortium crew are here voluntarily, they will
naturally be eager to leave.
The village founders left Llyhn before any of the three
known enclaves had been established. They were Depending on which decision the characters reach,
therefore unaware that humanity had gained a foothold, proceed to RETURN TO AHNIAR, STAYING ON
however small, in the Eternal City. AZURE SAVANNAH or GOING ROGUE.
They were told bits and pieces by the previous
expeditionary crew but will be very eager to learn more The Consortium coup-makers are not willingly going
about their distant kin. to let the characters get away, knowing what they
know. Because of this, one choice may eventually
The villagers will be inherently suspicious of the non- lead to another outcome or several of the other
human Consortium crew members. consequences successively.

85
Scene
Scene 1111 : :
St
S aying on
taying on Az ur e S
Azure Savannah
avannah
Synopsis New residents

If the characters decide to stay on Azure Savannah, they are Should the characters opt to stay on Azure Savannah and
welcomed into the human community. Any open dissent join the village community, they are quickly welcomed as
from sceptical villagers is quelled by the elders but may still new members. Any villagers that showed wariness towards
linger beneath the surface. halfblood and Voidmarked characters continue to do so but
can be converted by accommodating actions.
Still, peace is not lasting. The Consortium has dispatched
a fleet of mercenaries to raze the settlement and ensure Na’Vari, Waeha and any other remaining Consortium crew
that the human presence on Azure Savannah is permanently members have no interest in staying on Azure Savannah
eliminated. and will have to be dealt with. The characters can opt to
deal with the situation in whichever way they want and are
capable of, but the village elders will weigh in on the matter.

NPC’s The villagers are opposed to letting the crew go as it puts


their secrecy at risk. Keeping the crew captive is precarious,
NA’VARI: MindNebula-bonded Ka’Alum Mystic. as they could attempt to flee or sabotage the community.
Eliminating the crew in cold blood proposes a callousness
WAEHA: Ancient Oord Void Navigator. which may be disconcerting.

ARBITER’S NOTE:
Location
The situation with the Consortium crew conceivably
leaves the characters in a quandary as differing opinions
AZURE SAVANNAH VILLAGE: The small village consists
surface, possibly causing dissent and friction within the
of eight large, simple huts each encompassing a family or
group.
group of relatives. The walls connecting the huts exceed the
height of the villagers, shielding the interior from outside
The Arbiter can play the “devil’s advocate” by having
view.
the village elders voice suggestions and opinions at
The entryways into the village are simple openings obscured
inopportune moments to increase the tension and put
by protruding walls. Makeshift wooden fences are placed in
the characters further on edge. However, the final
the gaps at night to keep wildlife from wandering inside the
outcome should solely be what the characters decide.
village compound.
The central courtyard is used for cooking, elder council
meetings, communal activities and is the home for
multiple semi-domesticated animals roaming about
the compound.
2
SHAMAN HUT (1): An elderly crone versed in 2 1
blood rituals, anatomy and herbs serve as a shaman
to the tribe.

STORAGE SHEDS (2): These smaller additions hold


grain and other resources gathered by the villagers.

WATER TROUGHS: Several water troughs provide


drink for the animals and water for daily use in
the village. 2

86
The characters are free to explore Azure Savannah and its Irrespective, the characters only get to spend a month or
opportunities. Should they go exploring, they discover that two of relative peace before the Consortium troupe arrives.
the world is entirely feral. They are on a colossal landmass
dominated by grassland interspersed by plateaus, rivers, and The incoming fleet consists of two Hulks, two Galleys, and
mesas. six Qarib carrying three full mercenary companies. With the
army totalling more than five hundred troops, the village and
The only resources readily available are fertile farmland, characters stand little chance of surviving a direct assault.
scattered wood, steppe plants and herbs, as well as abundant
wildlife. The characters can find no signs of other civilisations Having placed scouts at the Void rupture, however, the
or anything to indicate that there is indigenous sentient life. village receives an early warning and can attempt to flee
They may, however, come across a secondary, small Void before the troops arrive.
rupture on a high mesa.
FLEEING THE INVADERS:
As they roam across the grasslands, they see large herds of
If the characters found the secondary Void rupture
herbivores and may encounter Itaena Gnats swarms or even
on the mesa, they can flee there, hoping to escape
Mardkhoras hunting these.
before the troops can seize them.

Should the characters still have the Sentinel at their


disposal, they can attempt to bypass the invading fleet
and get to the rupture on the river. In this event,
two Consortium Qaribs are dispatched to pursue
and intercept them while the remaining fleet bears
down on the village. If the characters manage to reach
the rupture and enter the Void, they can elude and
escape the pursuing vessels.

If the characters sail into the Void without anyone


capable of navigating the oblivious depths, they must
make a Void Traversing roll [-9] to determine what
With the dearth of local resources and the separation from happens. Any characters capable of Void navigation
other worlds, supplies are non-existent, and everything needs can attempt to find Void currents and charter a
to be built, gathered, or otherwise manufactured. course with applicable modifiers added to the Void
traversing roll.
How the characters decide to spend their time on Azure
Savannah is up to them. The villagers are eager to utilise If the characters are drifting aimlessly, it is up to the
their capabilities, and they may even take on official roles in Arbiter where they end up when they eventually
the human community. emerge from the Void.

FIGHTING THE INVADERS:


The Consortium mercenaries have been instructed to
Reckoning Day raze any discovered settlements and show no mercy
to inhabitants.
The Consortium Caucus has not forgotten about the Once they reach the village, they will charge in, burn
expedition. Having gone through Ka’Lacunae Ku’Tadh’s it to the ground and set up a field headquarters from
original charter and realising that the absent expedition has which to send out scouts and troops, scouring the
likely found Azure Savannah, they are intent on taking the nearby area looking for escapees.
world from humanity.
While the characters can choose to fight the invaders,
The Caucus hastily organise a fleet carrying mercenaries. the villagers are inept and liable to surrender
The aim is to once and for all eradicate the expeditionary unconditionally once they realise the opposition.
crew and whatever remnants of humanity they may have
come across. Faced with overwhelming odds, guerrilla warfare and
sabotage seem to be the only viable options.
Depending on whether the characters have let any remaining
Consortium crew members go, the waiting time may be The mercenaries will remain on the world for
briefer as Waeha can lead the mercenary army to Azure several weeks, securing the area and preparing it for
Savannah. colonisation by a Consortium client.

87
Scene
Scene1212: : Going
Going RRogue
ogue

Once inside the Void, any character capable of Void


Synopsis navigation can attempt to find a Void current and charter
a course with the relevant modifiers applied to the Void
The characters decide to commandeer the Sentinel and leave traversing roll.
Azure Savannah. If they have persuaded Waeha to join them, its Voidfaring
capabilities will grant applicable modifiers to Void traversing
rolls.

NPC’s If the characters sail into the Void without anyone capable
of navigating the oblivious depths, the Void Traversing roll
NA’VARI: MindNebula-bonded Ka’Alum Mystic. has a [-9] penalty.

WAEHA: Ancient Oord Void Navigator. Should the characters be delayed in leaving, the Consortium
mercenary army will eventually arrive. Proceed to
RECKONING DAY.
Location
THE SENTINEL: The characters commandeer the Void
vessel.

Should the characters decide to go rogue and not return to


the Tadh Consortium nor stay on Azure Savannah, they can
do so by commandeering the Sentinel.
They would either have to coerce or force Waeha to pilot
it, find another Void Navigator or attempt to navigate the
vessel themselves.

With a Void vessel at their disposal, the Cosmos lies open


with all the opportunities and risks that implies.

The Consortium, however, are coming for the village and


to retrieve their vessel. This gives the characters a limited
period in which to make their escape.
Before the characters depart, the village elders desperately
attempt to ensure their silence about the village. They are
hoping beyond hope that the Consortium have lost interest
or are unable to find their way back.

The characters can attempt to convince the villagers to leave


and should be able to accommodate them temporarily in
the Sentinel if they refit it.
The villagers, however, are generally suspicious [10]
about leaving the only life they know and will require
significant encouragement to agree.

88
89
Scene
Scene 13
13 ::
Ret
urn t
Return o Ahniar
to Ahniar
Synopsis A harsh welcome

As the characters return to Ahniar, they are met by a Caucus Should the characters decide to return to the Ku’Tadh estate
delegation and ordered to recount their voyage in plenum. on Ahniar, there is a multitude of events occurring when
The characters may learn about some of the events that have they return, all of which are centred on them.
taken place in their absence.
As they dock in the harbour, they are met by a Caucus
As the Caucus means to erase all trace of their endeavour, delegation. They are commanded to appear before the
the characters are faced with imprisonment, slavery, or Caucus in the Symposium pavilions to give a full account
death. of their voyage.

Requests to delay their appearance will ungraciously be


accepted if convincing reasons are given.
NPC’s
If the characters use the time to gauge the situation, they
SOMESHT KU’TADH: Consortium Caucus leader. might learn that Ka’Lacunae Ku’Tadh is no longer in
command of the Consortium.

Control has been seized by the Advisory Caucus whose


Location previously clandestine plans to hinder any furthering of
humanity are now unconstrained.
THE CONSORTIUM GROUNDS: The characters return to
the Consortium on Ahniar. Depending on the characters’ previous actions and current
plan on dealing with the Consortium, one or several of the
below points may occur. In which order and to what degree
they are implemented is up to the character’s actions and
the Arbiter’s discretion.

CONSORTIUM RUMOURS:

There is talk about the Consortium gathering a troupe of


warriors. They are dispatching to a recently discovered
world where the natives need quelling.

The characters may discover that the world in question


is Azure Savannah. The consortium intends to either
leave no survivors, suppress and close the rupture, or
establish a colony enslaving the villagers and hindering
any human settling in the future.

90
Facing the Caucus
As the protagonists are paraded in front of the Caucus for
interrogation, they have several options about how much
they want to reveal. If anything.

Depending on their relationship with Na’Vari and Waeha


at the end of the journey, they might be confronted with
differing versions of their stories, should they choose to lie.

SINCERITY:
The characters decide to inform the Tadh Consortium
Caucus about everything they have found on their
Ship inspection journey during their grilling in the Symposium
pavilions.
If the characters have not found the wrecked Sentinel,
As soon as the explorers land, their ship is quarantined for nor visited Azure Savannah, and can convince the
inspection. The explorers are all held off the vessel while the Caucus of their loyalty, they will be thanked and paid
inspection crew goes through everything on board the ship. for their services. Soon after, however, they will be
seized and subjected to a forced memory-reading by
The explorers are separated into individual rooms and are a MindNebula in the dungeons beneath the estate.
not allowed to leave these unaccompanied. Anything the
explorers have collected on the voyage and left openly on Proceed to FORCED REVELATIONS. Or, if they
the ship is confiscated. manage to escape, have assassins haunt their steps to
clear up any possible loose ends for the Consortium.
Any items hidden onboard by the characters may go Proceed to ASSASSINS.
undiscovered and can be retrieved later.
LIES AND DECEIT:
The characters may lie during their account to the
Tadh Consortium about their trip, what they saw, and
who they spoke with. Any attempts at subterfuge and
deceit will be at difficulty [10] and require convincing
role-playing from the players.
If the characters attempt to hide or obfuscate any
evidence, they will have to succeed on a difficulty
[10] using whichever relevant skill they wish.

If they are successful, the Tadh Consortium employees


will not suspect anything is wrong with their report.
Failure will result in moving to the next event: THEY
VISITED AZURE SAVANNAH .
Where is Al’Lilla ? ALLEGIANCE:
Should the characters decide to declare their loyalty
Any inquiries about Al’lilla are met with either blank stares to the Caucus – truthfully or not – they may become
of unrecognition or snippets of gossip that she left the Tadh accepted as members of the Consortium.
Consortium for another world. Such a feat requires that the protagonists convincingly
assure the Caucus members that they forfeit the
The characters would need to thoroughly investigate her interests of humanity for the cause of the Consortium.
sudden disappearance to learn anything more. If they do
choose to investigate, they may find out more from servants, The Caucus members are not dupes, however, and
other scholars, and staff. the characters are closely monitored and tested
continuously until they have proven themselves.
Al’lilla was seized by the Caucus member called Somesht Such trials might include MindNebula memory
because of her prying, openly questioning the Consortium searches (refer to FORCED REVELATIONS ),
leadership, and “spreading rumours” about a world she exercises in sabotaging the interests of human
claimed they intended to obscure. communities and so on.

The protagonists may also learn that the Caucus has declared (Players should note the Consortium as their patron
anyone making assertions about such a world conspirators. on their character sheet.)

91
At the Arbiter’s discretion, horrid memories will eventually
Forced revelations resurface, with the characters realising what they were
subjected to and that the Consortium is anything but
The Consortium Caucus attempt to have the characters amicable towards humanity.
seized and imprisoned in the dungeons beneath the estate.

If the Consortium henchmen succeed, the characters are A character that successfully resists the memory wipe can
tortured and then mind probed by a MindNebula. The pretend otherwise, convincing the Caucus to let them
torture causes a randomly determined crippling injury go while knowing full well everything that happened.
[severity 1-10] to each character. This should be a hard achievement but attainable with
creative displays of cunning and guile.
Unless the characters can resist the mind probe, the truth of
what happened on their travels will be revealed. The mind
probe is an opposed Willpower roll against a MindNebula
[+3]. Such treatment induces a Fear roll [7] and Sanity
point loss [1] irrespective of whether the characters have
They visited Azure Savannah
anything to hide or not.
If the characters visited Azure Savannah – no matter if they
Depending on what state the characters are in after this, they found the human village or not – they violated the Tadh
may be kept as slave-labour or sent off for execution. Either Consortium directive and are subject to punishment.
way, the Arbiter should present possibilities of escape.
Their punishment is either execution, perpetual enslavement
If the characters flee, they will have to escape Ahniar quickly or leading the Consortiums forces to Azure Savannah to
to avoid (re)capture by the Caucus. Ihma-Arun assassins will eradicate the village and ensure that humanity never gets a
swiftly be set on their trail. Proceed to ASSASSINS. foothold on the world again.

They did not visit Azure... Assassins


If the characters were truthful and did not visit Azure If the Tadh Consortium employs Ihma-Arun assassins to
Savannah, the Caucus will eventually release them. pursue the characters they mean to tie up loose ends without
it being directly traceable to them.
In this case, the Caucus members claim that the entire
debacle was a great misunderstanding and a ploy from Perhaps they are still trying to retain an amicable façade
dissenting individuals having infiltrated the Consortium. towards the human enclave or placate patrons that do not
They offer generous reparations, attempting to appease the look kindly upon assassinations?
characters and retain their outward congeniality. If this does Regardless of their reasons, they wish the characters’ demise
not work; however, they make the MindNebula remove the accomplished quickly and quietly.
memory of the interrogation, torture, and mind probe.
Should the characters manage to get off Ahniar before the
The memory wipe is resolved by an opposed Willpower roll assassins are dispatched or evade the pursuers long enough
against the MindNebula [+5]. It will leave the characters to leave the core world, the killers will eventually follow.
with no recollection of what happened after they docked at
the Consortium harbour. ARBITER’S NOTE:

The assassins are from an Aq’Jarea sect known as Ihma-


Arun. They are a clan collective of killers that evolved
from the constant tribal rivalries on Jarai. They are
sworn to fulfil whichever assignment they have been
engaged to accomplish and will do so or lay down their
lives.

The Arbiter decides how many assassins are deployed


depending on the relative combat capabilities of the
characters.

Ihma-Arun assassins count as having a threat potency


of 37 each. Given the supposed capabilities of the
characters for this scenario, that means that one assassin
per character should give a balanced but still dangerous
encounter.

92
Conclusi on
Conclusion
With the Tadh Consortium no longer under the auspices The following events can grant Enlightenment to a character:
of Ka’Lacunae Ku’Tadh the collaboration with the human
enclave is in tatters and the characters no longer beholden to • The first time entering a Void rupture.
anyone. The Caucus is clearly not benignly inclined towards • The first Void traversing.
humanity, and the Tadh Consortium is now a grave enemy • Bonding with or being “mind probed” by a MindNebula.
to contend with. • Encountering any Void entity in the Void.
• Beholding the summit obscured by the Maliis on the
As the characters flee the Caucus and their cronies, they peaks of the Glacial Tundra world.
must decide what their next steps will be. They are left in • Undergoing Void distortion
a precarious situation no matter which decision they took • Any Void induced effects in the Ship Necropolis border
following the Consortium directive to return to Ahniar. world.

If the explorers brought the fleeing Azure Savannah villagers, The Arbiter should adhere to the rule that once a specific
they have a considerable number of refugees on their hands. situation prompting Enlightenment has occurred, a similar
They cannot sustain having several dozen villagers in their occurrence will not grant further ascension to that character.
care without aid for long and need to find a solution.
WASTAH
The characters may have acquired a Void vessel, and the Obtaining Wastah is unlikely in this scenario since most of
Consortium is sure to have other enemies that can become the individuals the characters encounter are uninfluential
allies if beseeched. personages from faraway worlds.

The protagonists may want to find out if Al’lilla is still alive The Arbiter is at liberty to introduce notable, affluent, and
and investigate what happened to Ka’Lacunae Ku’Tadh. The influential NPC’s to the story, but no inherent opportunities
Ka’Alum elder could still be an influential ally if rescued or for accumulating Wastah are built into the scenario.
reinstated as the head of the Consortium.
Should the characters somehow manage to reinstate
Ka’Lacunae Ku’Tadh to power later on significant Wastah is
obtained with him.
Advancement
The Arbiter is free to grant experience points, Wastah, and
Rewards
Enlightenment as is deemed fitting, with the below proposals
as recommendations only. Unless the characters have sworn fealty to the Tadh
Consortium Caucus the only reward they are likely to receive
EXPERIENCE POINTS is from the human enclave, should they manage to bring
It is suggested that characters are awarded 1-3 experience word about the treachery of Somesht Ku’Tadh.
points per completed scene or sitting, depending on their
progress in the overall storyline. Remarkable individual The human enclave leaders in Llyhn is certain to be incensed
achievements or notable collective accomplishments should and anxious at the revelations about the Consortium,
be rewarded additionally. rewarding the characters for carrying word and warning
about what has happened.
ENLIGHTENMENT
Any character with the possibility to become Enlightened As none of the human enclaves in Llyhn are
(having an Awareness score of four or higher) has abundant particularly wealthy in coin, any reward is likely
opportunities to do so during the scenario. to be assets, services, favours, or other resources
available to the enclave in question.

93
Appendix
Appendix

94
Ant agoni sts,, allies
a lli es &&
nota b l e people
p eo p le
Antagonists
notable

This section details the non-player characters (NPC’s) in the forms of antagonists, allies, adversaries and other notable
personages the protagonists may come across during the scenario. Some behind-the-scenes individuals that remain obscure
to the characters but are vital to the progression of the story are also detailed.

Notable and major NPC’s have expanded descriptions including personal profiles and abilities, while minor NPC’s have
fundamental descriptions and usually adhere to the standard profile for that given species. Standard profiles can be found
either in the Black Void core rulebook or in the scenario bestiary.

If the NPC’s personal possessions and equipment are not noted in their profile, the Arbiter may adhere to the following
guideline for carried items and wealth. Each caste tier adds D12 copper Dhin to their carried wealth either in coins or items
of equivalent value. A souq constable would supposedly be Shahrvah caste and – corresponding to this being the third caste
tier – carry 3D12 copper Dhin of values on his person in addition to indicated weapons and armour.

Having seen the bias and speciesism her father was subjected
Al’Lilla to, she is engaged in the cause of humankind. She often
relies on her outlandish looks to work on behalf of the
human cause without arousing suspicion or giving away her
inclinations.
This female scholar is a halfblood bearing scant resemblance
to her human half. Only close scrutiny will reveal her human Her work in the Consortium has revolved around the
heritage as her inhuman ancestry is much more pronounced. collaboration with the human enclave. Ka’Lacunae
Her features and limbs are slim and elongated but retain Ku’Tadh suspects her mixed ancestry but has not
five digits as her human side. Her skull is tall and extends revealed this. Al’lilla knows that the elder Ka’Alum is
backwards with ridges and protruding sensory quills while inclined towards humanity, so when she realises that
the nose is almost non-existent save for four tiny nostrils. foul play is at hand and the characters could be
Her narrow mouth does not have the sharp fangs of her at risk, she decides to aid them in whichever way
maternal parent while her eyes have the iris and pupils of she can.
her human ancestry.

95
Al’lilla is a scholar and not well-versed in much else. She can The Consortium leader retains a regal bearing and is
seem aloof and unapproachable but is merely engrossed in impeccably dressed in rich attire, flaunting rare and distinctive
her work, tending towards her maternal species’ asperity in gems from the worlds explored by the expeditionary crews.
social interaction. An ornate short sword of an exotic metal hangs in a
bejewelled scabbard on the hip while gilded signatory rings
adorn each taloned finger.

Al’li lla
Contrary to the distinctly patrician façade, La’Dian Ku’Tadh
is remarkably amicable and driven by a belief that the
Ka’Alum can learn from other species, a most incendiary
notion. La’Dian seems entirely ignorant about the dissension
among the family and Consortium Caucus. This obliviousness
is likely born from the strict adherence to social stratification
permeating the Ka’Alum federation. Discord among
subordinates is considered immaterial.

Ka’Lacunae Ku’Tadh usually speaks in the native beak-


clacking and chirruping language of the Ka’Alum while an
Oord slave translates commands and conversation with the
myriad Consortium species. However, the Consortium leader
has mastered a few words in the human tongue primarily
spoken in the enclave of choice and eagerly flaunts this
during every interaction with the characters.

Na’vari
DESCRIPTION: Na’Vari is the MindNebula-bonded Mystic
assigned to the Sentinel. Her bond with the MindNebula
has influenced her heavily, giving her a somewhat eerie
disposition while her prolonged exposure to the Void has
distorted her body, making her a remarkable individual.
Na’Vari is inquisitive and confident in her capabilities,
frequently acting with authority she does not formally have.
She is a maestro of blasé politeness, graciously conversing
while surreptitiously dissecting and analysing behaviour and
opinions to identify potentially threatening, sympathetic, or
risky crew members.

Her bond allows her to convey her thoughts, impressions,


and memories to the MindNebula, and in turn, receive
insight and understanding from it. This has given her affinity
and increased her already impressive capabilities as a Mystic,
but the cost may prove high.

SPECIES: Ka’Alum

La’dian Ku’tadh APPEARANCE: Na’Vari is a rather slim Ka’Alum with a


pale grey beak and reddish clay coloured plumage. Her
bulging green eyes are glaring, and odd growths dangle
from her neck. Her beak is clearly misshapen, likely all
The Ka’Alum is the head of the Tadh Consortium but ranks consequences of prolonged exposure to the Void and its
low in the extended Ku’Tadh family. There are concerns distortive influence. She has other deformities but tries to
about the wisdom of alignment with humanity among obscure these under loose-fitting robes.
the family. Due to the complexity of Ka’Alum society
and the ordained order of position, however, no GOALS: Na’Vari has dedicated her life to the Consortium,
family member is likely to challenge the vision and and when the chance to bond with a MindNebula arose, she
leadership until proof of failure has arisen. was eager to take it to prove her dedication. Over time her
thoughts have meshed with those of the bonded Void entity,
making her aims and desires no longer wholly her own.

96
GARB: The Ka’Alum is clothed in robes made from multiple Na’Vari
overlaying pieces of fabric hiding her misshapen legs and the
deformed proportions of her body.

ALLIES/HELPERS: The bonded MindNebula tend to


stay within view of Na’Vari, but MindNebula mentality
is incomprehensible, and it cannot be counted on as a
dependable ally. Na’Vari has known Waeha for a long time
and developed a detached friendship with the
Oord. They respect each other and are aligned
in their dedication to the tenets and goals of
the Consortium.

DOMAIN: Her cabin and the scribe’s quarters aboard the


Sentinel are the domain of Na’Vari.

QUIRKS: Na’Vari walks with a hobbling and laboured gait


because of her deformed legs – something the characters
may notice during their travels. Occasionally when the
MindNebula is near, Na’Vari gets a slightly vacant stare in
her eyes and changes demeanour ever so slightly, as if losing
her individuality.

Na’vari profile
AGILITY 2 HEALTH 26
AWARENESS 5 SIZE Large
STAMINA 3 MOVE 5
STRENGTH 3 WEAPON Short sword
(+2)
INTELLECT 6 REACH Adjacent
PERSUASION 4 ATT SPEED -1
PRESENCE 2 DMG D6+1[1]
WILLPOWER 3 DV 5
PROTECTION 0

TALENTS/ Quick thinker and distinctive


FLAWS: appearance. COMBAT: Because of her deformities, Na’Vari is at a
ATTRIBUTES: Long digitigrade legs, peripheral disadvantage in a fight. She carries a short blade and knows
vision, small claws, tail, and various how to use it, but much prefer to rely on her Mystic powers
crippling injuries. when possible.
POWERS: Gnostic Mysticism [4], Sphere of
Void [3], Sphere of Matter [3] and SUPPLEMENTARY PLOT HOOKS: Na’Vari’s story can be
Enlightenment [5] developed and deepened during the scenario as Na’Vari
fears that the influence of the MindNebula is shrouding her
PRIMARY Enquiry [4], Scholastic lore [3], own will and has flashes of clarity in the periods where the
SKILLS: Occult lore [4] and Rituals [3]. MindNebula is away. Na’Vari’s loss of her own consciousness
SPECIAL: Bonded MindNebula (regular can become more pronounced as the voyage continues,
MindNebula profile) perhaps even culminating in Na’Vari pleading with the
characters to release her from the bond.
EQUIPMENT: Various scribe tools, ritual
implements, jewellery, and superior
short sword with tempered point.

97
Somesht Ku’tadh Waeha

This Ka’Alum is a cousin of La’Dian Ku’Tadh and leader DESCRIPTION: Hand-picked by Ka’Lacunae Ku’Tadh for
of the Advisory Caucus which launches a coup deposing this expedition, Waeha is an ancient Oord and the most
the Ka’Lacunae. Whether it is fear, arrogance or both that reliable Void Navigator working for the Tadh Consortium.
motivates her will likely never be known to anyone but Waeha navigates the fickle Void currents to uncharted worlds
herself. Irrespective, she is adamant in her pursuit to keep as adeptly as most anyone and is thoroughly dedicated
humanity among the dregs of the so-called lesser sentient to bringing its crew safely home again from any venture.
species. Although Waeha is undeniably the most vital member of
the expeditionary crew, it has no aspirations of leadership
The mere thought of someone of La’Dian’s standing and strictly adheres to the charters, directives, and chain
considering humans as worthy collaborators, much less of command. Should the directives fail, or the chain of
equals, borders on apostasy to her and cannot be tolerated. command becomes muddled Waeha is likely to follow the
Somesht has nothing against La’Dian, thinking that the leader advice and suggestions of Na’Vari.
has simply become misguided and can be led back on the
right path with proper guidance and a hiatus from the heavy SPECIES: Oord
responsibilities of leadership.
APPEARANCE: Waeha is ancient-looking. Myriad tattoos
If Somesht comes face-to-face with the characters, she will grace every visible patch of grey-mottled sagging skin hanging
find it hard to disguise her contempt, involuntarily revealing about its emaciated frame, and the previously full lips are
her views on humanity in manner and demeanour to anyone thin and crinkled. Its eyes are deep-set in wrinkled folds of
with even the slightest sense of awareness. flesh but retain their intense gaze as if age cannot dull the
keen mind of this Cosmic and Voidfaring mariner. Notably,
Somesht is cold, calculating, and clever, willing to do it is missing two fingers on its left hand and a toe on its right
whatever it takes to achieve her goals. foot.

For Somesht’s characteristics use the regular Ka’Alum


description found in the core rulebook on page 334.

Trapped mindnebula

This small MindNebula is found inside a crystalline container


aboard the wrecked Sentinel on the Cove Borderworld. It
was trapped there by its mind-bonded Mystic as part of the
Caucus’ ploy to stop the expedition. When the Ihma-Arun
agents arrived, however, the bonded Mystic was betrayed
and killed along with the remaining crew. This was to ensure
that no Consortium staff knew of their discovery of a human
Waeha
village on Azure Savannah.

This MindNebula is easily distinguishable by its peculiar pink


hue, which is why Al’lilla is able to guess its identity from
a description.

The MindNebula has a +15 modifier to Mystic rolls, a GOALS: Waeha is not one to share its dreams and ambitions.
Mind sphere ranking of 4 and follows the ordinary profile The ancient Oord is committed to the fundamental purpose
of its species. set out by the Consortium, not the Consortium leadership.
The distinction could become apparent as intrigues and
power structures shifts.

GARB: Waeha always attires itself in a yellow tunic with


practical pockets, little button-on pouches, and other
functional contraptions for storing paraphernalia. As is
customary for its species, Waeha bears a large turban of
patterned cloth covered in charms, trinkets, and adornments
from its many travels.

98
ALLIES/HELPERS: Waeha is a venerable member of the SUPPLEMENTARY PLOT HOOKS: The characters’
Tadh Consortium and counts most of its members as its close relationship with Waeha can be developed by The Oord
backers. Na’Vari is one of these, and the duo has gone on sensing its long life coming to an end and wishes to leave a
numerous expeditions together. legacy or pass on its accumulated knowledge to someone.
Feeling a change in Na’Vari, it is reluctant to gift her. At the
DOMAIN: Any Void vessel it is stationed on is its domain. Arbiter’s discretion, it chooses a character to be the recipient
Waeha is incredibly reserved, permitting no one to enter its of its gifts. Because of the Oord’s appreciation for martial
private cabin. prowess, the chosen character could be a warrior.

QUIRKS: Waeha tends to speak in a whisper as if fearing to If trust and appreciation are established between Waeha
be overheard by unseen entities. Albeit it carries no weapon and a character during their journey, the Oord would
itself, it likes to examine weapons carried by its fellow crew, use Mind sphere Mysticism to bond and grant a rank of
admiring particularly rare or well-made pieces. As soon as enlightenment to the character at some point. If the chosen
they have boarded, Waeha always asks new crew members character is unable to grasp (due to limitations of Awareness)
if it can have a look at their weaponry. or appreciate the knowledge Waeha wishes to pass on, the
frustration will be palpable and scar the relationship.
COMBAT: Akin to most other Oord, Waeha is incompetent
in the art of warfare and will go to great lengths to avoid If Waeha comes near death, it may even hand over several
getting entangled in violent encounters. It will rely on its egg capsules, entrusting its progeny to the chosen character.
compatriots to keep it safe and utilise its Mystic powers if
forced.

Waeha profile
AGILITY 1 HEALTH 14
AWARENESS 9 SIZE Small
STAMINA 2 MOVE 2
STRENGTH 2 WEAPON Cane (-5)
INTELLECT 5 REACH Adjacent
PERSUASION 3 ATT SPEED -3
PRESENCE 2 DMG D6-1
WILLPOWER 3 DV 6
PROTECTION 0

TALENTS/ Direction Sense and Sluggish (mild).


FLAWS:
ATTRIBUTES: Short legs and Void Entity.
POWERS: Enlightenment [9], Gnostic Mysticism
[5], Sphere of Mind [4] and Sphere
of Void [5].
PRIMARY Navigation [6], Seamanship [5] and
SKILLS: Survival [3].
SPECIAL: Innate language comprehension and
Void Navigator.
EQUIPMENT: Pipe, ornate cane, countless
memorabilia, trinkets, and charms
from its voyages adorn its clothes
and turban. Multiple intricate tattoos
(some blood inked). In its cabin
are several Oord egg-capsules and
a decorative selection of superior
quality weapons.

99
Groups
Groups & Factions
& factions

This section profiles the various adversary groups and factions the protagonists may encounter during the scenario. These
profiles do not include Trait scores and individual capabilities as such is mostly unnecessary for their use. If needed, the
Arbiter can reference the corresponding species profile or determine fitting capabilities if no species is denoted.

Albeit the various groupings regularly include an officer who would be more proficient or differently armed than a regular
member, the profile does not reflect this. An officer profile has an additional +1 to combat skills, a combat skill specialisation
and a customised weapon or enhanced armour to reflect his superior capabilities.

Dome city dwellers Glacial fortress colonists

The dome dwellers are all members of the Ly’okan species, a The Huyn living in the underground fortresses of the Glacial
sentient breed native to the world known as Amber Ocean. Tundra world are all there for one specific purpose; mining
The civilisation used to live on the scattered islands on the the toxic, shimmering ore found on the globe.
surface. With the arrival of the sky eaters, the environment
and conditions deteriorated, and they were forced to build They tolerate the harsh living conditions with relative ease
large crystalline domes on the ocean floor, relocating their because of their resilience and suitable physical attributes
entire civilisations into the depths. but are merely colonists and neither native nor permanent
inhabitants. The fortresses have been constructed to help the
Being semi-piscine and with the oceans being shallow, colonists withstand the harsh conditions and defend against
the species was able to adapt and even prosper under the possible incursions from raiders seeking the valuable ore.
changed conditions, but they still long for the surface.
Dome dwellers are apathetic towards Hoarders and any The Huyn are welcoming mostly to thwart or waylay any
other sentient beings that wind up on their world, focussing suspicion of their real activities. They have all been sworn
purely on the furtherance of their own communities and the to secrecy about the collaboration with the Unseen Rulers.
possibility of relieving their world of the sullying presence
of the sky eaters. For characteristics and profiles, see the Huyn description in
the scenario Species section.
Ly’okan base most of their decision-making on a quid-
pro-quo mentality and will not allow outsiders to enter
their crystalline domes unless they see a distinct benefit
in doing so.

For characteristics and profiles, see the Ly’okan


description in the scenario Species section.

100
Once the tales of their efficacy and craftiness got off-world,
Hoarders their services became sought by influential and affluent clients
across the known Cosmos, making their prowess something
of a Cosmic spectacle.
These destitute peoples are a collective of individuals that
have gotten trapped on Amber Ocean. Most are Voidfarers The Ihma-Arun are specialised and highly trained agents
who have been unable to leave because their vessels have working either individually or in small groups to fulfil
been wrecked by sky eaters or they have otherwise been whichever task they have been assigned to. They are fiercely
unable to access a Void rupture. With the world’s current dedicated to their craft and whichever task they undertake.
condition, the only means of survival are found in the caverns It is rumoured that none have ever been taken alive to be
under the ocean floor, causing the survivors to scrounge and questioned.
scavenge in the grottos to maintain subsistence.
COMBAT: Ihma-Arun are stealthy and cunning, striking
There is no societal organisation or much loyalty among from the shadows. Depending on circumstances, they often
them, but neither is there overt hostility. Rather, a sense of use bolas to entangle and hamper opponents or sneak attacks
aimless hopelessness pervades and emanates from the entire to cause debilitating damage to primary threats.
host. Hoarders have extraordinarily little to offer and know
that even if the sky eaters leave the Ly’okans would abandon Ihma-Arun assassins typically use their primary action
them in their caverns. The only thing that can stir any sort of offensively, attacking with their Ukalu blade. Secondary
emotion and sentiment is an implication of potential escape. actions are usually defensive or delayed action, such as
Hoarders are from a variety of species including Je’ehl, parrying with their wave-pattern short sword (+6 to parry).
Ka’Alum, Harith, Im’Zu and Ba’Waikh. At the Arbiter’s If advantageous opportunities present themselves, they may
discretion, the characters might encounter a human Hoarder, utilise their third and fourth limbs to perform further actions.
possibly introducing a predicament as the Hoarder is bound
to appeal to their common humanity to be saved. When engaged as a group, they often gang up on a single
adversary to optimise their efforts and quickly dispense of
In case of encounters, use the applicable characteristics threats one at a time. Being innate formation-fighters, they
found in the Sentient Species section of the Black Void will gain a +1 to all attack rolls and defence when fighting
Core Rulebook. Deduct one (1) point from all Hoarder collectively.
Trait scores due to their emaciation and decrepitness.
Ukalu blades incur a +1 to-hit modifier, critical hit on 11+,
have straps to avoid weapons-drop and the attacker rolls
twice and pick the highest roll for damage.
Human enclave

Whichever human enclave or faction is chosen as the


Ihma-Arun sect profile
collaborator with the Tadh Consortium, a variety of factors
and possibilities will arise from it. The collaborating human WEAPONS Ukalu short sword (+8), wave-
faction wants to keep the expedition quiet to not provoke pattern short sword (+5) and bolas
rival interference or cause undue distress, should the (+5).
expedition fail. REACH Adjacent / adjacent / thrown
The Arbiter is free to introduce any faction-related issues,
ATT SPEED +2
political intrigues, or other factors spurred by the characters’
past and allegiance to bring further layers to the interactions DMG D6+2 / D6+1 / D4
and progressing story but should be careful to not let this HEALTH 15
overshadow the expedition itself.
DV 11
PROTECTION 2
PRIMARY Bladed weapon [6 / accuracy,
Ihma-Arun sect SKILLS assassinate], dual-wielding [3], thrown
weapon [3], dodge [3], stealth, and
subterfuge.
This Aq’Jarea sect was born from the constant tribal conflicts SPECIAL Innate formation-fighting.
prevalent on Jarai. In the distant past, they lost their clan EQUIPMENT Leather armour, Ukalu blade
territories and were forced to live as vagrants by the mercy (superior shard blade short sword
of whichever tribe they visited. They chose to pay for their with strap and perfect grip), a wave-
sojourn by offering their hosts what martial prowess they pattern short sword, a bolas, darts
possessed. Slowly, what was left of the Ihma-Arun clan and daggers, and clothing tailored to
devolved into a band of hired vandals, killers and saboteurs disguise or hide them in whichever
working for the highest bidder. environment they are operating in.

101
Their weapons and tools are poorly made and from a soft
advisory caucus metal reminiscent of blueish-hued bronze. All weapons made
from this material have -1 penalty to hit, damage rolls and
speed, equivalent to terrible quality weapons.
The Caucus was established once the Consortium expanded
its operations beyond the needs of the Ka’Alum federation.
It serves as a body to guide and counsel the leader of the
Consortium as well as bring in new affluent clients. As such,
the Caucus has no fixed number of members and adheres Villager profile
to no criteria in terms of species or societal standing.
Originally without any explicit authority in the Consortium, WEAPONS Spears or bows (+0)
the Caucus members have slowly but surely subverted the
entire organization to hold considerable – if surreptitious – REACH Near
sway upon decisions. ATT SPEED -1
Somesht Ku’Tadh is the unsanctioned leader of the Caucus DMG D6 [-1] / D6 [-1]
and holds clout with the vast majority of the Caucus affiliates
as well as with certain members of the Ku’Tadh family. HEALTH 21
DV 8
PROTECTION 1

Tadh Consortium PRIMARY


SKILLS
Trade skill & survival.

SPECIAL -
The Tadh Consortium is described in detail in the Arbitrating EQUIPMENT Terrible quality short spears or short
section of the scenario and has extensive resources and assets bows, daggers, small hide shields and
available. poor quality leather armour.

Azure Savannah villagers


Azur e Savannah Vi llagers

This settlement was founded by humans that left Llyhn in the


early days after the exodus from Earth and before any human
enclaves were established in the Eternal City.

Albeit the Azure Savannah world is not blatantly hostile,


the villagers have had to deal with a scarcity of natural
resources and insufficient capabilities, making any
progress slow and inconsistent.

Without access to the learnings and knowledge that


humans from Llyhn or the core worlds have, their
culture has remained much as when they left Earth.
This makes them seem primitive and crude to the
Expeditionary crew.

The villagers are somewhat archetypal of the ancestors of


Earth and have retained the worship of Shamash, a God of
the Sun and justice, as their settlement deity. A small temple
located in the centre of the village is dedicated to their God,
holding the tablets of the village law on a stone altar.

Since the Consortium’s first visit to Azure Savannah, the


peaceful settlement has dedicated time and resources
to convert hunting weapons for warfare and begun
training. However, they are still inept and poorly
armed.

102
Sent
S i ent S
entient Sppecies
eci es

HABITAT: The Citauqa can move in and out of liquid freely


Citauqa and do not seem to need it for survival. It is their preferred
environment, however, and they rarely go long without
submerging themselves. Citauqa can be encountered in any
liquid body regardless of its kind, viscosity, density, and so
DESCRIPTION: The Citauqa are a peculiar liquid lifeform on, but are mainly found in oceans, large lakes, or rivers.
found across the Cosmos. Resembling puddles or churning OCCURRENCE: The species is thought to be rare, but this
blobs of oddly coloured viscous water, Citauqa are could simply be because they are so elusive in their natural
notoriously difficult to spot in their natural environment. The habitat. Unless the surrounding liquid is a distinctly differing
species is translucent, amorphous and has no inherent shape. colour, spotting swirling turbulence moving erratically or
The hue of Citauqa differs between specimens and is usually against the current is the only good indicator of where one
a pastel shade. Their size ranges from little to large, and might be.
because of their attributes and capabilities, it is commonly
believed that they are an esoteric species. However, as they BEHAVIOUR: Their mentalities are as outlandish as
show no propensity for Void traversing and are no more their fluid forms, and it seems they are both curious and
abundant on border worlds or places heavily influenced by remarkably territorial, protecting their chosen area fiercely
Void surges, it is all speculation. if need be.

SUBSPECIES: It is unknown whether their varying hues They often observe other sentient species unnoticed, only
is a matter of subspecies division or merely an individual rarely engaging in contact. When they do engage, it seems
characteristic. Varieties have been found in many different they do so in an effort to understand something they have
habitats with little to denote preference for specific coloured found intriguing about the other sentient life.
specimens.
Citauqa can manipulate their fluid bodies and reshape
LIFECYCLE: Nothing is commonly known about the lifespan them into any simple form they wish, mimicking the
of the Citauqa, assuming they have anything comparable to physiology, features, and movements of other species.
a conventional lifecycle. They are unable to produce sounds, so their main
form of expression is re-enacting the behaviour
of whoever they are interacting with to convey a
message.

103
DIET: It is unknown what Citauqa eat or if they need to INSUBSTANTIAL FLESH: As the Citauqa are fluid, a
eat at all. physical attack must effectively separate parts from the main
form to cause injury. Thrusting a blade through a Citauqa
ENCOUNTERS: Citauqa are only ever encountered in their does little while splattering the form disconnect portions
native territory – typically remote ocean expanses, rivers, and thereby injures it. As such, blunt weapons cause half
or other waterways. They most often simply emerge from damage while all others do only quarter damage. As damage
the surface of the water or liquid they reside in as a blob or is sustained the size of the Citauqa is reduced correspondingly
column of churning liquid. until nothing but a harmless puddle remains. Mystic and
esoteric powers can harm Citauqa as normal.
Encounters motivated by curiosity are mostly amicable
affairs where the Citauqa emulates the other participants LIQUID MANIPULATION: Citauqa can manipulate and
and observe their corresponding behaviour – sometimes galvanize non-organic liquids similarly to a Mystic manifesting
interacting more actively by poking and prodding. phenomena using the Spheres of Matter and Forces. The
manipulation function as regular phenomena and requires a
Hostile encounters mostly occur if the Citauqa feels roll to succeed. Natural rolls of 1 function as critical failures
threatened or if its territory has been breached. They will not as calamities. The Citauqa’s capabilities are determined
utilise their capabilities and manipulate any nearby water or by its size.
other liquid in their attempts to subdue, scare off or destroy
the perceived threat. Small: Combat reach = close / Damage = D3 / +3 to
liquid manipulation rolls / Phenomenon potency max. 2
COMBAT: Encountered Citauqa rely on their esoteric Medium: Combat reach = adjacent / Damage = D6 / +6
ability to control bodies of liquid, manipulating waves and to liquid manipulation rolls / Phenomenon potency max. 4
surges to wash over and pummel opponents. They can even Large: Combat reach = near / Damage = D12 / +9 to
envelop adversaries to drag them beneath the waves or liquid manipulation rolls / Phenomenon potency max. 6
reduce the density of surrounding liquid causing victims to
sink helplessly, easily drowning or incapacitating non-piscine
species.

A Citauqa can turn viscid enough to pummel opponents,


causing damage depending on its size. As amorphous
Citauqa
creatures, Citauqa have a natural dodge-roll against any AGILITY 10 HEALTH 16 – 34
physical attack as well as the ability to stretch their form to AWARENESS 7 SIZE Little – Large
reach opponents at varying distances. Reach depends on the
STAMINA 4 MOVE 3 / 15 (swim)
size as shown in the Citauqa size table.
STRENGTH ? WEAPON Natural
TRANSLUCENCE: Due to their translucence, all attempts to INTELLECT ? REACH Varies
spot a Citauqa located in a liquid of a similar colour to itself
suffers a -6 penalty, while a -3 penalty is applied to detecting PERSUASION 0 ATT MOD +3
attempts if the liquid is of a different hue. PRESENCE 3 ATT SPEED +2
WILLPOWER 6 DMG D3
DV 7
PROTECTION 0

ATTRIBUTES Amorphous, insubstantial flesh, soft-


bodied, and translucence.
SPECIAL Liquid manipulation.

Citauqa

104
Ly’okan the ocean floor only actively engaging with other city-states
connected by tunnels.

DESCRIPTION: The Ly’okans are a semi-aquatic species BEHAVIOUR: Ly’okans are civilised but are inclined to
native to the world referred to as Amber Ocean by the retain an unsympathetic and aloof manner towards all others
Tadh Consortium. Covered in purplish chitin, the species is unless these possess something the Ly’okans desire. Their
robust, resilient, and well-adapted to life in both liquid and language consists of peculiar sequences of gurgling noises
atmospheric environments. and grunts produced by their convoluted fleshy mouthpieces.
While they can communicate with outsiders through gestures
Standing at about six cubits high, the species ordinarily move and other meaningful body language, the complexities and
across the undulating terrain of their submerged crystalline depth of shared language are often lost.
domed cities using all their six limbs. Four hooked legs
protrude from a lower abdomen while their upper abdomen With the arrival of the sky eaters and Hoarders, the Ly’okans
has two arm-like limbs with adapted pincers endowing a realised that there are worlds beyond theirs, but they are,
significant ability to manipulate objects. themselves, incapable of reaching enlightenment. They are
however fascinated with the prospects of Voidfaring and
Their compound eyes sit on flexible stalks moving believe that this might be the solution to rid them of the sky
independently, enabling them to see in any direction at eaters if they can obtain a vessel and crew.
any given time. Several feelers protruding from the head
and between chitin plates provide the Ly’okans with an
intensified ability to smell musk and pheromones used in
their communication. The toxic excretions produced by the
sky eaters affects and inhibits this sense, causing confusion
amongst the Ly’okans when exposed to it.

LIFECYCLE: Ly’okan spawn is maintained by the males


of the species and carried around in a special pouch set
between the upper and lower abdomen. Once the fledgeling
Ly’okans emerge, they are fully formed, starkly purple and
of diminutive size. Ly’okans grow relatively quickly to their Ly’Okan
adult size and generally retain their vigour until they die.

HABITAT/SOCIETY: Well-adapted to marine life, Ly’okans


lived on the islands and archipelagos scattered about the
surface of their globe until they were supplanted to their
current abode under the ocean.

Once the sky eaters arrived and sought to burrow into


the globe to reach the sonic rocks buried deep in the
underground, the islands and archipelagos were pounded
and battered, quickly levelling all surface settlements.
To survive, the Ly’okans sought refuge beneath the
waves that proved toxic to the invasive species.

Realising that their crystalline building materials


were adaptive to liquid environments and that
the moss produced gasses they could breathe;
they rapidly built viable settlements on the
ocean floor and re-established some resemblance
of normalcy.

Traditionally whole Ly’okan settlements specialise


in a specific craft and then trade with surrounding
communities to obtain additionally needed commodities and
goods. Ly’okans acknowledge and trade with the stranded
Voidfarers known as Hoarders but retain an isolationist and
protectionist approach in their dealings with them.

OCCURRENCE: Ly’okans only live on the world


referred to as Amber Ocean and are unlikely
to be encountered anywhere else. They live
sequestered in their crystalline domed cities on

105
Ly’okans habitually treat others with acute disinterest, albeit While Ly’okan warriors are daunting, they can be outwitted
retaining a polite demeanour. They are willing to interact and tricked with simple tactics countering and exploiting
and trade with outsiders but rarely go beyond common their consistent simplistic approach.
courtesies unless their interest is piqued. The Ly’okans might
offer privileges and considerations in exchange for promises
of alleviating them of the sky eaters.

DIET: The main diet of Ly’okans is moss, fish, and other


Huyn, arctic
marine life.

ENCOUNTERS: Ly’okans are found in their domed cities, DESCRIPTION: Huyn are a large larvae-like sentient species
travelling the tunnels beneath the ocean floor, or hunting recognised across much of the known Cosmos. The species
in the Amber Ocean. They will summarily ignore outsiders is exceedingly diverse, quickly adapting to whichever
unless these obstruct their activities or actively manage environment it inhabits. Although the overall physique
to catch their interest. The Ly’okans haughty attitude remains consistent, the subspecies’ colour, build and size
and sense of entitlement quickly become apparent in any adapt to its surroundings after only a few generations. Huyn
encounter. This may lead to tension and even escalate to have four stalked eyes, and most subspecies can see even in
outright violence if the outsiders transgress what the Ly’okans low light conditions. Their skin is tough and leathery while
consider acceptable. The Ly’okans do not recognize any some specimens have distinct patterns, offering natural
authority but their own and consider the supposed needs camouflage.
of others irrelevant. A stance they are more than willing to
back up with martial strength if contested. Two hooked front limbs function as arms. Along the
body are multiple hooked protuberances not only giving
COMBAT: Because of their haughtiness, Ly’okans are movement but enabling a tight grip, providing firm footing
ruthless in a fight. Their somewhat conceited outlook, even in unstable or undulating terrain. At the extremity of
however, make them brash and prone to blunders. their body is a bulky pincer which is occasionally used as a
third appendage.
There is little subtlety or refinement about their martial style,
and their habitual approach is to march up to an opponent The species has an aptitude for mining and quarrying, which
and indiscriminately dispense knockdown, stun and crushing – combined with their adaptability – make them a sought
blow manoeuvres until all opposition ceases. They prefer resource and asset for factions looking to obtain minerals and
massive blunt maces or clubs that support this brusque style. other natural resources in harsh locations.

SUBSPECIES: The subspecies found beneath the ice sheets


on the Glacial Tundra world is distinctive by its corpulence
and plates of hardened cartilage in varying shades of blue
Ly’okan and grey encasing much of the body.

AGILITY 3 HEALTH 39 LIFECYCLE: Huyn are hatched from fibrous eggs laid by
AWARENESS 3 SIZE Large particular individuals called breeders. These breeders are
collectively chosen for having specific attributes sought by the
STAMINA 5 MOVE 10 colony – enabling the species to rapidly propagate specific
STRENGTH 6 WEAPON Great mace / traits within a colony. As Huyn grow, they repeatedly shed
pincers their skin to allow for further growth.
INTELLECT 3 REACH Near / close
HABITAT/SOCIETY: The Huyn species is not indigenous
PERSUASION 1 ATT MOD +3 to any known world and do not call any particular globe
PRESENCE 5 ATT SPEED 0 home. The species, however, is extremely adaptable and
able to survive in most environments, preferring to live in
WILLPOWER 6 DMG D12+4 / D6+3
fortified camps or bastions wherever they reside. They seem
DV 6 to have no preferred habitat, and colonies can be found in
PROTECTION 3 a wide variety of conditions across numerous worlds. Some
Huyn prefer urban environments among other species,
TALENTS/ Blunt, fearless and resolve. while others favour living only amongst their own or even in
FLAWS solitude. Huyn colonies are always well-organised with clear
ATTRIBUTES Compound eyes and all-round sight, hierarchies and divided areas of responsibility.
multiple legs, chitinous skin, antennae,
pheromone excretion and pincers. OCCURRENCE: Huyn are uncommon but can be found on
EQUIPMENT Adornments, tools, great mace (+1 almost any imaginable world.
size, dmg and reach) and personal
appurtenances.

106
BEHAVIOUR: There is no universal habitual behaviour COMBAT: A Huyn committed to violence is a fearsome
denoting this species, apart from a certain prevalent sense adversary. Although neither quick nor overtly skilled, there
of pragmatism. Individual colonies and groups have their own is a calculated resolve and grit about them that can deter
inclinations with associated demeanour, and the species is even stalwart combatants.
neither particularly aggressive nor philanthropical.
Huyn are mostly armed with polearms or other shafted
Perhaps because of their prudent approach to all things they weaponry giving them the range their limited movement
have managed to placate and assuage the dominant civilised often inhibits. They tend to fight very defensively using their
species and have no overt nemeses among the dominant long weapons to keep opponents at a distance and only
Voidfaring powers. striking at opportune moments when they are not at risk of
exposure. This tactic often frustrates opponents into making
DIET: The digestion of the Huyn is as malleable as the species mistakes, and that is when the Huyn strike.
in general, and the various groupings have widely different
diets. The colonies found on Glacial Tundra have adapted If fighting as a group, designated warriors act as defenders,
to consuming a fungal and lichen diet, the only sustainable preventing incoming attacks while the remaining strike
food source available. from the back utilising the extended range of their
polearms. Preferred manoeuvres include defensive stance,
STATUS: The resident Huyn in Llyhn are generally counterattack, parry, receive charge and standard attack.
considered as Muati with colony leaders and other prominent
individuals counted among the Sahrnesh caste.

ENCOUNTERS: Huyn can be encountered on any Cosmic


Huyn, arctic
world and tend to approach any situation with calm AGILITY 2 HEALTH 32 – 43
pragmatism, assessing the situation and resolving it prudently. AWARENESS 4 SIZE Medium–large
If a conflict of interests should arise, the Huyn are not averse
STAMINA 5 MOVE 3
to resorting to violence if no other meaningful resolution can
practicably be found. STRENGTH 4 WEAPON Polearm / pincer
INTELLECT 3 REACH Near (4)
Whichever diet they have conformed to, they tend to take
immense pride in their culinary achievements and sharing PERSUASION 4 ATT MOD +2 (+3 parry)
a meal with a Huyn is no trivial matter. Huyn also have an PRESENCE 2 ATT SPEED -2
uncanny grasp for and appreciation of languages, commonly WILLPOWER 5 DMG 2D6 +1 / D12
speaking an extraordinary amount of different dialects. This +1 (crippling
enables many of them to converse meaningfully with vast injuries)
amounts of species and civilisations, wherever they are found.
DV 5

Huyn, Ar ctic PROTECTION 1 (3*)


TALENTS/ Natural linguist, tolerance, composed
FLAWS and sluggish.
ATTRIBUTES Additional legs, large, multiple eyes,
natural resistance, night vision, pincer,
and tough hide.
SPECIAL *Glacial Tundra Huyn have developed
cartilage scales providing increased
protection.
EQUIPMENT Reinforced shaft polearms with parrying
hooks, tools, and other utilitarian items.

107
Beasts
B e a sts

Decrepit beasts

DESCRIPTION: The night-time on Hazy Eden HABITAT: These horrors stalk everywhere, prowling
triggers a surge of Void emanation devolving aimlessly with voracious savagery.
the furry and placid creatures into
contorted, horrific, and feral versions of OCCURRENCE: Decrepit beasts are common
their former selves. Their skin dissolves, on Hazy Eden. They tend to gather in packs
exposing ligaments and muscles, while of similar individuals but can also be found
ogling, lidless eyes suggest raving madness stalking on their own.
induced by excruciating agony. These
deformed and mutated creatures are
abominations stalking all living things in the
starlight.
Hazy Eden Beast
Some specimens seem worse afflicted than others
and have oddly turquoise flames dancing about their
limbs and trailing their form as they prowl. It is as if the
creatures themselves have become conduits of the Void,
their flames mutating and distorting whatever they touch.

It is clear that the metamorphosis causes the beasts intense


anguish and that this state of being is aberrant. The
muscles and other exposed tissue decompose as the
night progress, lumps falling off as the creatures
bump each other in their rambling.

LIFECYCLE: The decrepit beasts are not


natural and do not have a lifecycle
as such. They only subsist at
night when the Void surges
and emanates onto Hazy Eden,
causing this vile affliction.

108
BEHAVIOUR: Savagery, Void-induced madness and erratic
bloodlust are what drives these creatures. As such, any out-
of-the-ordinary scent or perceived movement will awaken
their savagery, causing them to charge ahead with feral
yowls and extended slavering maws. Their behaviour in this
metamorphosed state, however, is predictable, making them
a threat because of their mindless tenacity and savagery, not
from any cunning or aptitude.

DIET: Decrepit beasts are not driven by hunger and do not Decrepit beasts
actually eat anything they kill.
AGILITY 5 HEALTH 28 – 39
ENCOUNTERS: Decrepit Beasts yowl and wail as they stalk AWARENESS 7 SIZE Medium – Large
beneath the twisted trees, trumpeting their presence far and STAMINA 5 MOVE 9
wide. Any encountered beast will charge furiously as soon
as it notices the presence of a potential victim. STRENGTH 5 WEAPON Claws / Maw
INTELLECT 0 REACH Close
COMBAT: Decrepit beasts are mindless, and their prowling PERSUASION 0 ATT MOD +4/+3
attacks are without tactics or even instinct. Craving for
carnage, they simply assault the closest target rending and PRESENCE 0 ATT SPEED +2
slashing in senseless fury. As such, their few accessible WILLPOWER 0 DMG 2D6+2 /
manoeuvres are limited to all-out attack, furious charge, D12+2
and wild swing. Should any adversary become incapacitated,
DV 8
stunned or otherwise unconscious the decrepit beasts will
begin gnashing and gnawing on the body. A gnawing beast PROTECTION 0
causes D3 damage and a crippling injury [severity D4+2] TALENTS/ Acute smell and eyesight
per round. FLAWS
SPECIAL ABILITIES:
ATTRIBUTES Claws and teeth, multiple eyes,
VOID DEFORMATION: The Void conduit specimens decomposing body, and mindless.
potentially induce Void distortion in victims they injure. A SPECIAL Gnawing. Decomposing and Void
victim wounded by such a creature must make a Stamina suffused body. Fear [7 / effect potency
roll with a difficulty equating the caused damage. A failed D12]. Void deformation.
roll induces a D6 potency Void distortion.

DECOMPOSING AND VOID SUFFUSED


BODY: The exposed flesh and
ligaments of decrepit beasts is soft
and deteriorating, making them
vulnerable to physical damage.
All attack rolls of 11 or 12
against decrepit beasts count
as exceptional hits. Suffused
with Void emanations, all
Mystic phenomena rolls
of 11 or 12 targeting
decrepit beasts count
as an exceptional
success.

Hazy Eden D ecr epit Beast


109
Sky eaters BEHAVIOUR: The species shows signs of primitive intellect
and curiosity but have no apparent social interaction and
are driven mainly by basic desires such as feeding. Sky
eaters travel in shoals only because they are attracted by
DESCRIPTION: Sky eaters slither and soar wondrously the same resources, not because of any inclination towards
through the heavens without wings. Their bodies are oily and collaboration or other group behaviour.
slick with peculiar patterns and several fin-like protrusions
along their length while their underside is covered in thick While not purposefully hostile, the species is curious,
scales. intrusive, and uncaring, often causing harm or damage to
whatever has piqued their interest.
These colossal parasitic creatures travel from world to world
in search of sustenance. They adapt to the world they go Sky eaters are attracted to vibrations and sonic pulses, which
to, and while they are particular in their dietary preference, is what brought them to the Amber Ocean world initially.
they can consume almost any type of organic matter given Once arrived, the sky eaters found themselves unable to
enough time. The waste of their gorging is toxic gaseous leave as the lure of the sonic rocks buried deep within the
excretions released through their scales. While the hunger globe kept them ensnared. The yellow oceans of the world,
and excretions of these creatures may have destroyed however, are highly corrosive to the species and prevent
many worlds, their existence is not commonly known in them from ever reaching the sonic rocks, keeping them
the Cosmos. Their secretions are large gaseous pods that trapped and starving as the world’s consumable resources
burst open when touched. The combustible gas of the pods disappear.
engulfs the surrounding area with green-tinted crackling
flames, burning and poisoning upon impact. The gaseous Should a sky eater ever get in contact with the yellow liquid,
pods are buoyant and move with the wind. it reacts as if it has been burned; immediately and frantically
seeking to get away while releasing a stream of gaseous
Sky eaters are instinctively adept at traversing the Void but pods in its panic. When they first arrived on Amber Ocean,
have no powers or esoteric capabilities associated with the several plunged directly into the ocean to get to the source
activity. of the pulse, dying in thrashing anguish. The rest quickly
learned their lesson and have since been soaring low over
LIFECYCLE: Nothing is known about the lifecycle or the yellow waves glaring pensively into the deadly depths.
reproductive cycle of sky eaters.
DIET: Exactly what sustenance sky eaters favour is unclear,
HABITAT: Sky eaters are at home in any gaseous but it appears that it is either minute creatures living amongst
environment. the clouds or some sort of airborne archaea found across
various worlds.
OCCURRENCE: Sky eaters are extremely rare and show no
discernible pattern in where they emerge.

Sky eater

110
ENCOUNTERS: Sky eaters are peculiar creatures that are
mostly found soaring high among the clouds. The specimens Void roaches
found on Amber Ocean are generally floating close to the
ocean surface due to the pull of the sonic rocks.

They will scrutinize any unfamiliar objects but quickly lose DESCRIPTION: These vermin are nuisances attracted to the
interest unless somehow enticed to remain attentive. Beyond refuse and waste of civilisation. They can be a significant
nudging and bumping objects, sky eaters do not interact with annoyance and even danger if they find their way onto a
anything or anyone that is not food or emits sonic pulses. Void vessel, causing considerable damage to the cargo and
potentially the ship.
Wherever a sky eater soars, there is the risk of it releasing
a gaseous pod, which brings immediate danger to anyone Void roaches grow up to two cubits in length, are covered
nearby. by a chitinous back-shield and skitter along in the darkness
on six long spindly legs. Two massive knobbly mandibles
COMBAT: Sky eaters do not engage in combat but are enable them to chew through even robust materials with
spooked and flee if they are hurt in any way. A startled sky relative ease.
eater thrashes and flicks its tail wildly. Make an attack roll
[+7] to anyone in near distance to determine if they get LIFECYCLE: Void roaches lay batches of eggs that gestate
hit as the sky eater flees. A hit causes 3D12+6 damage quickly, ensuring swift population growth if conditions are
and knockdown [+9] sending the target flying D6 metres. amenable. If sustenance is abundant, they grow rapidly,
In its panic, a stream of D6 small gaseous pods is emitted reaching their full size in a matter of weeks. Void roaches
as the sky eater flies away. The released gaseous pods are a rarely live for longer than a Llyhn season, although captive
few cubits in size each and require a dodge roll [4] to avoid specimens have exceeded this significantly.
if the character is actively pursuing the sky eater. Otherwise,
the pods float away and can easily be avoided. HABITAT: Void roaches can adapt to most non-arid and
non-frigid environments and prefer to live in dark places. The
SPECIAL ABILITIES: Excreted gaseous pods range in size species is mainly found underground, or in glum, abandoned
from a couple of cubits to tens of cubits in diameter. The locales such as cargo holds, lofts and areas with plentiful
pods combust to cause burns and poisoning up to D3 metres food sources – as is often the by-product of large dense
away per one (1) cubit diameter of the pod. The burns are populations.
D4 damage per round while the victim is within the area
affected by the flames. Anyone caught in the cloud must OCCURRENCE: Void roaches are common in large urban
also make a Stamina roll [10] or begin to violently vomit areas and found on nearly every world connected by Void
and cramp for D6 hours. The victim loses D3 Health from trade routes as they easily find their way aboard Void vessels
fatigue and exhaustion each hour and suffers a -6 penalty to unloading or loading their cargo.
actions for the duration.
BEHAVIOUR: When on a vessel the roaches often chew
through or shift objects and cargo, spreading them around
the ship. This occasionally leads to crew members being
Sky eaters
accused of stealing or sabotage until the real source of the
problem is realised. In their natural habitat, their powerful
AGILITY 4 HEALTH 80 mandibles are utilised to excavate tunnels and nests. They
AWARENESS 6 SIZE Gargantuan can chew through any organic material and most soft
minerals, making the risk of holes in the hull of an infested
STAMINA 8 MOVE 12 ship very real.
STRENGTH 9 WEAPON Tail-flick
INTELLECT 1 REACH Near
PERSUASION 0 ATT MOD +7
PRESENCE 9 ATT SPEED 0
WILLPOWER 1 DMG 3D12+6
DV 4
PROTECTION 6
ATTRIBUTES Aerial, slimy, tail, and thick skin.
SPECIAL Poisonous and combustible gas
excretions.
ATTRIBUTES Medium claws, Massive knobbly horns
(DR1), Large, Long arms, tough scaly
skin (DR2).

111
DIET: Void roaches can live off almost anything, contentedly SPECIAL: Void Roaches can detach their legs to free
devouring refuse, rotting plants, cadavers and most any inert themselves from ensnarement or pinning. Detachment takes
organic matter they can get access to. a combat round and loses the roach the limb and D3 Health.

ENCOUNTERS: Void roaches avoid light, noise, and people


if at all possible, making their presence evident mainly by the
refuse, wreckage, and gnaw marks they leave behind. They
can be lured out with odorous scraps and other waste but
seem to have a sixth sense for deliberately placed food; to
Void roaches
the frustration of Voidfarers and others seeking to eradicate AGILITY 3 HEALTH 12
them. AWARENESS 5 SIZE Small

COMBAT: Void roaches do not engage in combat but STAMINA 2 MOVE 8


spray a putrid mucus at oncoming predators or trappers if STRENGTH 2 WEAPON Putrid spray
cornered or ensnared. If they have been trapped or caught
INTELLECT 0 REACH Near
by their leg, Void roaches can detach the limb to make their
getaway - leaving the stumped predator with nothing but a PERSUASION 0 ATT MOD +3
scrawny chitinous leg in its maw. PRESENCE 0 ATT SPEED +3
WILLPOWER 0 DMG -
Any antagonist coming within near distance will be subject
to the foul mucus excreted by the roach. The mucus is DV 8
tremendously foul-smelling, requiring a successful Willpower PROTECTION 1
roll [7] to move within the vicinity. Anyone approaching
will be sprayed: Standard attack +3 to hit inducing the TALENTS/
Roach Rancour effect: Make an immediate Stamina roll [7] FLAWS
or suffer a -1 penalty to physical actions due to dizziness and ATTRIBUTES Antennae, chitinous shield, mandibles,
disorientation. If a victim rolls a critical failure, convulsions multiple eyes, and six legs.
lead to a loss of consciousness for D6 minutes.

Void Roach

112
Maps
Maps

113
Ahniar

114
Consortium Grounds

115
The Sentinel

116
Hazy Eden

117
The Below

118
Sentinel wreckage

119
Huyn Fortress

120
Azure Savannah

121
Village

122
Handouts
Handouts

The expedition charter handed over to the characters by Ka’Lacunae Ku’Tadh 123
Al’Lilla 1st missive

124 *The secret message is denoted by a series of small marks (‘) in front of certain words.
Al’lilla 2nd missive

*The secret message is denoted by a series of small marks (‘) in front of certain words. 125
Al’Lilla 3rd missive

126 *The secret message is denoted by a series of small marks (‘) in front of certain words.
Caucus directive

127
Into
Oblivious
the

Depths
Welcome to the Tadh Consortium, a Ka’Alum faction dedicated to launching Void-traversing
expeditions to discover and explore new worlds. You and your compatriots have been hired as part
of an expeditionary crew to travel the Void, investigating uncharted worlds to find a prospective
home for humankind.

Guided by a charter based on rumours and fragmented reports of paradisial worlds you prepare to
voyage into the oblivious depths abord the Void Vessel “The Sentinel”.

You have all heard the fireside stories about the horrors awaiting unprepared Voidfarers. Still, the
rewards of this venture and the chance to bring hope to humanity are certain to be worth the risk…

While your travels may indeed be perilous, the clandestine, callous, and nefarious scheming
occurring behind the scenes may well be the greatest threat you have to face.

Into the Oblivious Depths sees the protagonists explore multiple new, exotic, and
uncharted worlds. Facing challenges and horrors undreamed of, encountering new
outlandish, sentient species, and discovering what lies beyond the horizon is only
the outset of this exhilerating adventure.

This campaign is the second in the series of Black Void stand-alone scenarios and is
ideally suited for four to six characters, each in the 65-75 character points range.

Into the Oblivious Depths is a must-have for Arbiters and players looking
to explore the wonders and horrors beyond the Eternal City.

IN THE UNKNOWN | BEYOND THE HORIZON | WHAT IS HUMANITY

WWW.BLACKVOIDGAMES.COM
Print-friendly character sheet and other resources available for download

ISBN 978-87-93781-09-2

TM

W W W . M O D I P H I U S . N E T BVG017D / MUH052244-PDF

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