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Black Void - Dark Dealings in The Shaded Souq (OEF) (2020)
Black Void - Dark Dealings in The Shaded Souq (OEF) (2020)
dark dealings
Shaded
in the
Souq
A BLACK VOID RPG SCENARIO
Survival
is only the beginning...
Artwork
Lucca Medeiros, Ekaterina Yastrubetskaya,
Vincent Van Hoof, Aske Schmidt Rose,
Tan Nguyen & 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 - especially those on the Black Void
Discord channel for your valuable feedback and input.
Published by
Black Void Games
Amaliegade 13B, 3.mf.
1256 Copenhagen K
Denmark
www.blackvoidgames.com
ISBN 978-87-93781-07-8
Product code: BVG016D / MUH052118-PDF
1st edition
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
dark dealings
Shaded
in the
Souq
PREFACE 6 SCENE 3 : HUNTERS OR HUNTED? 26
Perusing the souq 28
SCENARIO SETUP 7 The conversant oord 29
ARBITRATING 8 Yaat’s devious dealings 29
THE STORY 9 Meeting Su’tinn 30
The guild stalker 32
THE KHAMEELIYA DISTRICT 10
Locations 10 SCENE 4 : THE TOWER OF ZAGAN 34
District Inhabitants 11 Entering the tower 35
Groups & Factions 11 Meeting Zagan 37
Notable people (NPC’s) 12 Courteous overtures 38
Tempers flare 42
CHARACTERS 13 Fleeing the tower 42
Character backstory 13
Character motivation 13 SCENE 5 : FDULIEA’S SURPRISE 45
Knowledge & resources 13 Choices 46
The messenger 47
Meeting YanWei 47
DARK DEALINGS IN THE SHADED SOUQ 14 Revelations 48
Keeping secrets 50
SCENE 1 : THE RUSE 15
The Scapegoats 16 SCENE 6 : ROAMING BEASTS 51
An unexpected friend 16 Requests 52
A beast unleashed 17
The ruined tavern 19 SCENE 7 : THE FUGITIVE DJINN 54
Plotting and scheming 55
SCENE 2 : THE CIRCUS OF DISASTER 20 The scorched ruin 56
The impresario 21 The characters find Zagan 57
The announced performance 21 Zagan finds the characters 59
The amphitheatre 22
the bloodied stage 25 CONCLUSION 60
Samang’s explanations 25
Garhasha 25
APPENDIX 61
BEASTS 74
MAPS 79
5
P r e face
Preface
Scenario
setup
S cenario The appendix detail complete descriptions of antagonists,
allies and other non-player characters, including their game
characteristics, skills, combat abilities where needed. Maps,
setup
faction descriptions and new beasts can also be found in the
appendix.
To play this scenario, you will need copies of the Black Void
core rulebook, some twelve-sided dice (at least one for each
player) as well as pen and paper. Other implements such
as figurines for combat and such can be used but are not a
necessity.
7
Arbit
A rating
rbitrating
Several of the minor NPC’s – such as Taveesh and Daiwu –
can certainly have their stories expanded upon and provide
enticing avenues to be explored.
Before running this scenario, the Arbiter should note that it The story initially revolves around two characters being
is ideally suited for four to six characters, each in the 65-75 deviously implicated in a deception by the antagonist Zagan.
points range.
If the characters are outside this range, the Arbiter can As such, the Arbiter must – before the scenario begins –
reasonably tweak adversaries to suit less or more capable pick out two characters as fitting the descriptions surfacing
characters as required. after the hoax, but keep in mind that throughout the plot,
all characters are implicated by association.
The scenario is written to work equally well as a one-shot
to be run on its own or be woven into an ongoing extended The Arbiter can either choose the two scapegoats
campaign, with possibilities for further exploits based on the deliberately or randomly determine who they are by rolling
occurrences of this story suggested in the conclusion. a dice.
The scenes are arranged in the most regular order of The story incorporates and accentuates the Black Void
occurrence, but the chronology is rather loose and can be setting’s central themes and concepts as it takes the
rearranged to accommodate the characters’ choices, and characters through a harrowing tale that offers opportunities
actions as the Arbiter sees fit. for profound role-playing, diplomatic savviness and raw,
brutal combat.
While the scenario is written to be compellingly run on
its own, the narrative has been kept open enough to give It is recommended that the Arbiter read through the NPC
ample opportunity for creative Arbiters to weave their own descriptions to get familiar with their motivations, quirks
sub-plots and alternative storylines into it. and particular persona to bring their personality to the fore
and understand the impetus for their behaviour.
Many of the locations – such as the Shaded Souq –
provide abundant prospects for Arbiters to introduce Although the antagonists in the story are all inhuman, some
additional NPC’s and storylines as the characters of the desires and ambitions driving them are very human
explore. in nature.
8
Th
Thee SStory
tory
In this scenario, the protagonists learn they have been
framed for an unusual crime against the Ghurayb animal
trader’s guild at the gates of the Khameeliya District.
A collection of exotic animals was slaughtered by attackers
looking remarkably like the protagonists.
Will they eventually find out the truth about what the
Warlord seeks, as well as the reason why Zagan choose to
frame them for the attack on the rival trader?
9
the Kham
the e eli y a district
Khameeliya di stri ct
The scenario takes place in the Khameeliya district of Llyhn THE MANSION OF KANA’RA VORTHAXA (7): A small
the Eternal. Khameeliya is a district of merchant princes, mansion located between Asru Square and the Khameeliya
artisans and artists, featuring sites like the Floating Market, wall. Albeit off-limits to lowly commune members, this is
the Masque, Asru square, the Feast of Flesh, and the palatial where Kana’ra governs his burgeoning empire.
grounds of the Virgin Empress.
THE GROVE (8): One of many cultivated groves maintained
The area is home to a large number of higher caste residents, in the district for the enjoyment of the residents and visitors.
with Je’ehl, Shirr, and Ka’Alum being among the prominent Several leisure establishments situated on the adjacent plaza
species. draw constant throngs of visitants.
Locations
10
Groups & Factions
Khameeliya is a thriving hub for commerce and trade, THE GHURAYB GUILD: This cartel holds control on the
and the residents mirror this in every way. In essence, trading of exotic animals in the Khameeliya district and
everything is considered a commodity, every interaction is defends this exclusivity ardently.
a negotiation, and everyone has an agenda.
Because of the vast number of foreign traders coming to A privately funded guard corps enforces their will and
Khameeliya, many of the regular folk the characters will monopoly in the district with the tacit approval of the Civic
come across are visitants and not residents, and there is a guards.
distinct difference between the two.
Locals tend to be condescending and jaded, and while they HUMAN COMMUNE: A secret society founded by
do retain aloof civility towards visibly affluent foreigners and Kana’ra Vorthaxa. The commune is located underground
outsiders, they have little patience for anyone they consider close to Kana’ra’s mansion and connected to the sewers
beneath them – which is most anyone else. running all over the district.
There is an air of entitlement about them, proffered by the Albeit the commune is still in its infancy, it is rapidly growing
fact that mainly prosperous merchants, artisans and high- fuelled by Kana’ra’s passion and escalating influence.
castes can afford to retain property in Khameeliya. Even the
less affluent residents have acquired this sense of privilege
and often tend to act even more pretentious than those who CIVIC GUARDS: The sanctioned enforcers in the district.
have wealth. Although rarely interested in the petty squabbles of the
inhabitants the Civic guards will get involved if circumstances
Locals habitually wear flamboyant attires and expensive, require.
extravagant jewellery, seeking to mirror the fashions in
vogue in Penda’Rinn. An ostentatious prized possession Civic guard patrols are detailed in the groups and factions
amongst the affluent is rare and exotic species of animals. section. For more details about the Civic guards, see page
242 of the core rulebook.
Colourful songbirds are perched for full display by posh
merchant princes seated in lavish palanquins.
Splendorous ladies saunter between shops accompanied JINASSAR GARRISON: The Jinassar corps is the army of
by entourages of pleasure slaves with Kapagois and other the Unseen Rulers. They only get involved at the request of
striking creatures skipping about heads and shoulders. high officials from the Civic guard or at the direct command
Adorned and pruned riding animals are laboriously steered of the Unseen Rulers.
through the narrow streets with their obese masters leisurely
reclining on their backs. The scorching of Zagan’s tower will spur Jinassar attention
and involvement. A Khameeliya garrison Jinassar squadron
Humans and other perceived lesser species are generally is detailed in the groups and factions section.
frowned upon and often find themselves accosted and For more details about the Jinassar, see page 242 of the
removed by the countless personal guardsmen and hired core rulebook.
constables employed by merchant princes, guilds and
bazaars around the district.
THE COWL: The secret informants and spy network of
This conceited mentality pervades much of the populace, the Unseen Rulers. After the Princely Envoy’s attack
causing many residents to react instinctively with apathy, on Zagan’s tower, The Cowl gets prompted to ferret
condescension or even hostility towards the characters if out the involved parties. For more details about The
they are openly flaunting their humanity or dress unbefitting Cowl, see page 242 of the core rulebook.
commoners or higher castes.
11
Notable people (NPC’s)
12
Charact
C er s
haracters
Characters should either have progressed by 20-30
experience points and preferably have attained a few
Character motivation
rankings of Wastah/Enlightenment or be newly generated at
Adept capability (68 points).
Depending on whether the characters need active
Refer to the Character Creation chapter in the Black Void inducements or not, the Arbiter can have a representative
core rule book for details on how to build your character. of Kana’ra dangle the promise of incentives to bring the
Players are free to adapt pre-generated characters protagonists to Khameeliya. Below are some suggestions for
accordingly at the Arbiter’s discretion. enticements the representative can have proffered:
The assumption is that the protagonists have come to the STRATEGIC: Gaining status and influence in a human
Khameeliya district to join their new patron, the supposed commune outside of the poor districts is likely to be
leader of a mysterious human commune. Secrecy surrounds prosperous and advantageous.
him, and his existence is thought only a rumour to most.
TRADE: Mingling with the merchant princes and trader
They have been taught a secret code – one of Kana’ra’s guilds of Khameeliya is valuable for someone looking to gain
infamous quotes – used to identify members of the a foothold in the Eternal City.
commune to each other. One will say: “Be not it they who
lie upon the ground…”, to which the other must reply: “… FAVOUR: Helping someone capable of keeping a human
and let the dogs of death feast upon their corpse.” commune secret in the upper districts of Llyhn could very
well confer otherwise unattainable favour and status.
Their new patron’s name is Kana’ra Vorthaxa (page 307
core rulebook). Kana’ra is hoping to make considerable REWARD: If the characters become esteemed members of
inroads with other factions in the Eternal City to cement the enclave rewards and remuneration are sure to follow.
himself and his burgeoning empire.
13
D ar k
dea lings
dark
in the
dealings
Shaded
in the
So uq
shaded
souq
Scene
S cene11 :: T
The
he Ruse
Ruse
Scene synopsis
Sada: Messenger from the human commune and wife As a consequence, the place is also more welcoming to
of Kana’re Vorthaxa. reputed lesser species – including humans – than most
establishments in Khameeliya.
15
The Scapegoats The Arbiter should describe the group of assailants as if
describing the protagonist group – detailing specifically two
of the attackers with their facial features and characteristics
The protagonists may be just arriving at the tavern or could such as tattoos and accoutrements as identical to the two
be relaxing there for a time. selected characters.
They are awaiting word from Kana’ra about his patronage,
details about the human commune and in what ways he feels As the supposed culprits the Ghurayb guild are pursuing
that their association could be mutually beneficial. share a remarkable resemblance with the characters there is
no doubt that they will be targeted – innocent or not.
As twilight falls, Sada – one of Kana’ra’s reputedly multiple
wives – enters the building looking anxiously around.
She spots the characters based on their description – or An unexpected friend
perhaps from the fact that they are currently the only
humans in the establishment – and approaches them.
After Sada has told the characters what she knows, Muawu
She is tall and dark, wearing plain clothes, her long black – the proprietor of this tavern and friendly toward humans
hair tied back in a ponytail. Her expression is hard to read, – greets her and joins them at the table.
but she seems stressed.
She and Sada reveal that Muawu is the sister of YanWei, and
She walks to the table and whispers “Be not it they who lie both are allied with Kana’ra because of shared beliefs such
upon the ground…”, the first half of a secret code used by as “speciesism being bad for business” and vested interests.
the commune and one of Kana’ra’s infamous quotes. The
characters know that to confirm their identity, they must Muawu suspects that the Civic Guards are not likely to get
finish the proverb: “…and let the dogs of death feast upon involved with “provincial” guild squabbles, and the Jinassar
their corpse.” will not give a damn about such drama.
She then hastily introduces herself as the wife of Kana’ra and However, the Ghurayb Guild that unifies all of the trade of
asks to join them. strange and exotic creatures in the district retain a private
guard who is intently trying to locate the perpetrators of the
She nervously informs the characters that they have been crime against YanWei.
implicated in an attack in the district and recounts what has
occurred. She also advises them that Kana’ra is distraught She feels convinced that there is no way her family would have
about the situation which has substantial implications for him been betrayed by the human commune but knows the guild
and his ally YanWei. itself will want somebody to blame – and humans
are convenient scapegoats.
Sada relates the following information:
There was an ambush at the gates of the district, targeting
the animals for sale of a well-known Je’ehl merchant
named YanWei.
YanWei is a
prominent
member of the
Ghurayb Guild,
the established
traders in exotic
animals, and the
guild is now on the
lookout for the
perpetrators.
With a knowing
glance, Sada says
that a description
of the attackers is
going around.
16
She offers that the characters can stay to plan their next step
and that she intends to help them if the Ghurayb guards
track them down to the Tavern.
However, she has little idea of why such pains were taken
to mask themselves in the guise of humans. She explains
that the Ba’waikh has not been spotted since his rejection,
before the attacks on her brother’s assets. The Urbat, which was captured by Yek’Seng’s Timaniém
Huntresses for this purpose, bursts into the tavern and
instinctively begins to rampage, striking out against anyone
near it.
A beast unleashed
The compulsions and motives of Urbats are largely unknown,
but they do have a propensity to attack anyone entering
While the protagonists hear the story and discuss strategies, their perceived territory – and this one unmistakeably wants
the lackeys of the Ba’waikh in question are rolling a huge to clear the room it finds itself in of fleshy things.
wooden crate mounted on wheels through the street, pulled
by two Hariths.
The Harith were paid to bring this crate to the front door
of the friends of Kana’ra. They quickly accepted – in
part because of their inherited loathing towards the Je’ehl
species.
The Harith hirelings will push the box right to the front
entrance of the Purple Tavern, forcefully pull the chain and
rip the door from the crate, releasing an Urbat into the
tavern.
VIGILANT CHARACTERS
If the players are of the wary sort and station one of the
characters to watch outside the tavern for suspicious
activities, the crate being rolled by the two Hariths will
undoubtedly be spotted.
17
A BEAST UNLEASHED (ENCOUNTER)
If the protagonists try to flee, they will witness the CRATE OBSERVATIONS
death of Kana’ra’s wife Sada, screaming while being
shredded into slivers by the Urbat’s knife-like fingers. On the side of the crate can be found a line of
Muawu, shocked, will grab her sabre and attack the pictographic writing prevalent among low-castes and
beast, trying to save her patrons and establishment commoners in Llyhn.
from the raging beast.
The arbiter can show the above pictograms to the
PRIMARY ADVERSARY: Urbat players and if any of the characters is versed in Low-
Darij (languages) offer the intended meaning: “friends
LOCATION: The Arijwani Tavern. of Je’ehl (YanWei) – leave or die.”
ENVIRONMENT: A furnished and crowded tavern The Hariths who delivered the crate will be either dead
common room. Tables, stools and other obstructing or long-gone, their involvement remaining a mystery.
furniture, barrels, and a few braziers are dispersed
about the room.
18
The ruined tavern
19
SScene
cene 2
2 ::
The ci r cus of
The circus of disaster
d i saste r
Scene synopsis
Samang: The Oord Impresario. But one Oord impresario had a different vision and wanted
to put on something more like a circus featuring exotic
Garhasha the beastmaster: Talath animal trainer. animals – a type of performance usually kept to the arenas
of Daer Bitaan.
Daiwu: A Ghurayb Guild guard.
20
The performing monster is not revealed, but it is rumoured
that various beast traders were competing to capture a
creature bred as a war beast in a place called Shahm Tar.
The rumours say that the Great Samang (his show name) is
putting on his ultimate show on the Masque stage, featuring
a creature so terrifying that spectators are told to attend at
their own risk.
21
The Masque
1. The stage
2. The backstage area
3. Dormitories for staff
4. Stands (expensive)
5. Stands (regular)
8 8 6. Stands (cheap)
7. Covered spectator balcony
8. Entrances
5 5
7
5 5
8
8
4 4
6 4 4 6
5 1 5
8 6 6
3
2
8 8
22
23
The Masque stage
Sidevi ew
The potent intoxicant overwhelms the two nearby trainers
and cause instant delirium, making them lose any control
they possibly had.
As the mental subduement evaporates, the Aigioma breaks
its chains and runs headlong into the pedestal, smashing the
platform and toppling Samang with his cage to the ground.
Before they can react, the characters witness the beast The characters may join The Ghurayb Guild, Garhasha,
slashing both Oord Mystics with its talons, gripping one in the two Talath guards and spectators in attempting to
its jaws and breaking every bone in its plump body. stop the beast, but in so doing risk being spotted and
recognised as the ones who attacked YanWei’s animals
As the spectators quickly realise that this is not part of at the gate.
the performance they panic and scramble for the exits –
screaming and bawling in terror. The Ghurayb Guild guard will doubtlessly be confused
by their aid in this case but will not turn on them until
As the Aigioma is now free from any mental restraints after the Aigioma is subdued or dead.
imposed by the Mystics, its natural aggression takes hold,
and it advances on the nearest prey: Samang caught in his Eventually, either the characters or the other partakers
shattered cage. manage to slay the enraged beast – leaving a deserted
and damaged theatre with a massive war beast bleeding
Topvi ew
PRIMARY ADVERSARY: An Aigioma
24
Regardless, he is now shaken and angered, claiming
the bloodied stage Yek’Seng misrepresented the danger of showcasing such a
beast in public. He is wilfully blind to the past warnings of
the Ghurayb Guild, and shifts blame onto Yek’Seng rather
The Ghurayb Guild guard – whoever survives the attack of than his own absurd arrogance.
the Aigioma – will seek to question the protagonists about
the attack on YanWei’s animals.
25
Scene
cene 33 ::
Hunt ers or
or hunted
hunted??
S
H unters
After the debacle at the Masque, the characters learned Su’tinn: A Purveyors of the Hunt trader.
that the conflict with the Ghurayb Guild is caused by a
rival group of animal traders known as the Purveyors of the Yaat: An Im’Zu guide hired by Su’tinn.
Hunt.
Daiwu: A Ghurayb guild guard.
The Ghurayb Guild guards likely offer to let the protagonists
go temporarily if they volunteer to hunt down and stop the
Purveyors of the Hunt.
26
ARBITER’S NOTE Perusing the souq
4
2
4
4
3 3
2
2
4
2
The Shaded Souq
1. Constable barracks
2. Tiered tower plaza
3. Temple
4. Stairs
28
The conversant oord
29
Meeting Su’tinn
Su’tinn
Either Yaat leads the characters to Su’tinn, or – if they do
not take up the Im’zu’s offer for direction – it will not be
long before Su’tinn learns of humans asking about dangerous
exotic animals in the souq and seeks them out himself.
30
ATTACKING SU’TINN (ENCOUNTER)
31
The guild stalker
He will reveal his presence and attack if he suspects the PRIMARY ADVERSARIES: Daiwu and a seven-man
characters would ally themselves with the Purveyors or if the Ghurayb Guard troupe.
rivals are about to prevail in or escape any confrontation.
SECONDARY ADVERSARIES: Timaniém Huntresses,
Daiwu surmises that allowing the characters to find and Su’tinn.
Yek’Seng’s band for him is prudent and stalks them at a
distance. LOCATION: Anywhere in the Shaded Souq.
His hope is to get information, discern the whereabouts ENVIRONMENT: Platforms, gangways and suspended
of the Purveyors, or even apprehend them if possible. He bridges of the Shaded Souq (see map).
is acting without the approval of the guild as he secretly
follows the characters into the Souq with his squad. COMBAT CONDITIONS: The crowded gangways
and bridges in the Souq cause cramped conditions [-1
His primary goal is to see Yek’Seng’s network dismantled to hit] and make ranged attacks unfeasible – unless one
and prevent further attacks on the guild. is willing to fire into a crowd. [-3 to hit / rolls of 2-3
He does not care one whit whether or not the humans strikes a bystander]
exonerate themselves – distrusting the species as a whole.
Hawker’s tables and mobile stalls are obstacles. If any
He is, however, willing to placate and use them to find lower gangways are nearby combatants may jump onto
out more information and the whereabouts of the guild’s them at the risk of falling [see jumping page 125]. The
clandestine enemies. height difference between walkways is 6 metres.
Once he has gleaned enough information or if he recognises Milling and panicked souq-goers obstruct movement
Su’tinn’s affiliation with the Purveyors, he will seek to and push the combatants in random directions, making
apprehend the revealed rival traders. it easy to withdraw and vanish into the crowd [+3
If he perceives that the characters are building rapport with to disengage and hide]. Snake charmers, fire breathers
Su’tinn during their meeting, he will conceivably order his and other wayside entertainers pose risks to combatants
troupe to attack rather than capture, believing that this will stumbling too closely.
tidy up any question of culpability.
POTENTIAL PARTAKERS: The Arbiter makes a roll
He considers it an added bonus that their removal is likely to every combat round to determine if anyone intervenes.
obstruct YanWei’s friendly attitude toward the followers of Roll:
Kana’ra Vorthaxa, who he feels are a liability and inherently 1 = D3 bystanders draw weapons and engage with the
untrustworthy. nearest combatants.
2 = A Beakboa of a nearby snake charmer gets agitated
If the Purveyors or characters resist capture or try to flee, and strikes out at the nearest combatant.
Daiwu will immediately command his squad to attack them. 3 = An adjacent firebreather spits fire at
At the Arbiter’s discretion, any nearby souq constables will the nearest combatants to keep them at
intervene to quell the conflict. bay [attack roll +3 for the area, D4 burn
Recognising the guild guards, the constables will side with damage, exceptional hits = target catches
Daiwu’s squad as fellow district deputies while threatening fire].
the characters and Purveyors. 4-5 = Bystanders shove the closest combatant
away (make AGI roll [7] or get knocked down).
Should Su’tinn manage to flee, Daiwu and a few other guild 6-8 = Souq constables notice the commotion and
guards loyal to him will follow him to discover the rival start closing in.
group’s primary seat of operations and then attempt to kill 9+ No one intervenes.
him. If capture is not feasible, Daiwu’s remaining squad
is instructed to sneak attack each of the protagonists
(attacking unseen from within the crowd) to
dispose of this liability.
32
S
Scene
cene 44 ::
The
T tow e r of
he tower of Zagan
Zagan
Scene synopsis
NPC’s
34
Entering the tower
Oddly there are no apparent guards or staff around. The If the Timaniém are spotted and approached, they
only noticeable life is buzzing insects, a variety of Kapagois will wave the characters on and not engage in any way
– a species of small feathered lizard monkeys – and birds unless attacked or otherwise harassed.
flying about the garden.
Kapagoi
35
2
3
1
5 1. Garden
2. Entrance colonnade
3. Hallway
4. Audience chamber
5. Menagerie garden
The ENTRANCE
THE Entran ce COLONNADE
Co lonnade The HALLWAY
THE Hallway
The main entrance hall is a roofed colonnade leading The tower has no windows, and its interior is lit up by
into the tower with the outer wall to the right. Various oddly glowing stones built into the walls, casting an eerily
decorations with weird, indiscernible motifs and several iridescent light.
statues are interspaced along the sides.
These stones are imported from Mount Qaf, the homeworld
At the end of the hall, an impressive staircase leads up to of the Djann, at great expense and risk.
an open entrance on the second floor. Midway a mezzanine
holding a large gong on a stand with a striker divides the The hallway beyond the stairs features several hunting
stairs. Presumably, this gong is used to announce visitors, trophies of species supposedly unknown to the characters,
although no one is staffing it at the moment. a large central aviary of unusual birds from several different
worlds, a few loungers and several tall, potted, exotic plants.
The gong is made from the same green-tinted metal as
the outer gate and has an impressive motif of a mountain A large imposing central double-door opens into a grand
embossed into it. audience chamber beyond.
36
Meeting Zagan Once the characters have settled down, he observes that:
“Obviously you have the guile to discover the heart of my
operation, and I am impressed by your determination and
How the party enters depends on whether they are led ability to escape capture.”
there by Su’tinn or not. He magnanimously apologises for the whole debacle and
continues to – disingenuously – offer them a stake in his
Either the party will be led by Su’tinn to Zagan’s audience enterprise, for which he claims they would be remarkably
room where the Djinn presents himself on a balcony well-suited.
overlooking the outdoor menagerie from the
audience chamber. Zagan continues emphatically and jovially
offering the characters opulent abodes and
Or, if Su’tinn is dead or in hiding because of equipment to aid them in whatever aspect
earlier events, Zagan will meet the characters of the business they desire.
standing on the garden path – as if he has Further, he presents them with visions of
been expecting them – and bring them to riches, assuring prominence and inroads
the audience chamber himself. for humans unheard of without the unlikely
aid of a Djinn.
The audience chamber is spacious and
features a large, smooth table If the characters show interest or even
of exotic cyan-coloured wood, accept the proposition, Zagan will
presumably used for meetings restrain his desire to feed them to his
and negotiations. daughter and continue to entertain
There is an unused fireplace them for the time being. Proceed to
in one corner. The walls COURTEOUS OVERTURES.
are adorned with several
embroidered cloth wall- Should the characters decide
coverings depicting various to confront, reject or even
beautiful palaces against attack Zagan, the Arbiter
mountainous backdrops – may go directly to the violent
landscapes of Qaf, the Djann encounter: TEMPERS FLARE.
homeworld.
In case the characters opt to make
Several tall ornate cabinets stand a run for it – proceed to the event:
against opposite sides of the rooms FLEEING THE TOWER.
filled with tablets and scrolls, mostly
myths and poems, with a few
bestiaries of strange creatures here
and there. Light semi-transparent
drapes screen the balcony.
37
Zagan is prone to brag and talk a lot, so he is only too
eager to showcase some of his more unusual discoveries –
particularly if asked.
Courteous overtures
Through a hidden door in the audience chamber, there is
a stair leading down to his collection room. This is a large
If the protagonists are interested or pretend to be enticed by room used as a facility for holding many creatures of interest
Zagan’s proposition, he will not rush their demise. Instead, that are not for sale.
he will enjoy recounting tales of his exploits aiding Yek’Seng
finding new, ingenious ways to capture exotic beasts from
many worlds.
ARBITER’S NOTE
The characters might notice a clay tablet on the If so, she will pick a target and unabashedly flirt with
table detailing interest in purchasing Aigiomas and him or her using the “touch of the Djinn” ability to lure
particularly the Nadhir in Zagan’s possession, with a the character to her chambers without the others.
mentioning of handsome payment for the swift delivery
of the creature. Should a character succumb to temptation, Asha will
continue her flirting while locking the door and then
The tablet carries the seal of a stylised 12-pointed sun abruptly change form and seek to kill and subsequently
as a signature at the bottom. eat the character.
38
DECEPTIVE APPEARANCES
(THE STRANGE PLIGHT OF FDULIEA)
39
5
5
4 2
4 1
3
6
5
Zagan ’ sPERSONAL
ZAGAN’S p er sona lCOLLECTION
co lle ction The rare species is sometimes harvested for balms and
poultices on their homeworld, their scales believed to have
remedial properties. Their meat is considered a delicacy.
In this lower floor room are held several species of Arachnids
and insects in glass cases, as well as several breeds of exotic If he is not interrupted, Zagan will tell the protagonists that
birds, including a Horncrow and a Wailing Vulture in tall, this creature is being sought by various parties willing to pay
iron aviaries. A door leads to the second garden with the vast fortunes for it.
outdoor menagerie. Its fame is caused by rumours that consuming the creature
as part of sacrificial divination confers incredible intuitive
Sets of keys to each of the cages hang on one wall. Zagan, foresight, even invoking powerful premonitions that can
seemingly unconcerned with the possibility of the humans change the tide of events – a useful prospect in a war.
bolting from the scene tells them about one creature in
particular, one with an unusual history despite its diminutive If egged on, Zagan might reveal that one interested party is
size – an Arboreal Nadhir. a Princely Envoy with delegates bidding on behalf of a grand
warlord waging holy war across distant worlds.
He points out the Nadhir in a metal cage sitting on a table.
40
The MENAGERIE
THE Menageri e
In a smaller garden set to the side of the tower and behind
another wall is the menagerie. This is used by Zagan and the
Purveyors to stock animals before sales.
41
Tempers flare ATTACKING ZAGAN (ENCOUNTER)
A string from the audience chamber connected to bells in POTENTIAL PARTAKERS: If the protagonists hired
the Timaniém quarters can be used to alert the remaining Garhasha, he flies into a rage and attacks without
huntress who will give chase. hesitation.
Daiwu and his contingent might barge in if they followed
The huntresses are ordered to capture and return the the characters to the tower.
characters rather than outright kill them. While the Timaniém
think Zagan only wants to question and reprimand them, he
means to feed them to Asha.
42
Zagan ’ s BEDROOM
ZAGAN’S Bedr oom 1.
2.
Landing
Zagan’s bedroom
3. Asha’s boudoir
This room is lavish. A large comfortable canopied 4. Stair to higher floors
bed with expensive down comforters dominates
the room.
Asha’sBOUDOIR
Boudoir
Should the characters barge into the boudoir by
ASHA’S accident or during their flight, Asha will be there in the
form of a stunning woman, acting as if she is helpless
and distressed by the racket.
Asha is free to roam the tower but usually stays in her room
unless called upon by her father. She will use her seductive manner to split up the
The Ghulah’s bedroom is spacious, with a large canopied characters, possibly leading some to the door and slam
bed, a small table and an ornate lantern adjacent. it shut behind them, trapping one or two inside with
her. She will then revert to her hyena-like form and
She keeps a sizeable collection of miniature figurines, assault the characters to feed upon them.
featuring animals that fascinate her father.
PRIMARY ADVERSARY: Asha
There are also several musical instruments – a Ney, an Oud,
and a violin. She plays none of them, despite her father’s SECONDARY ADVERSARY: Zagan or Su’tinn, should
insistence that she pursues and appreciate culture. they follow the characters.
There is also an armoire, which likely looks out of place.
The floor is covered with a woven hemp mat. A small aviary LOCATION: Asha’s Boudoir
and several statues, plants and other frills adorn her room.
ENVIRONMENT: The light is dim in the tower, and
The room is impeccably clean at a glance, no bloodstains the eerie glow from the stones causes odd shadows and
anywhere, as she is a fastidious murderer. There will be plays tricks with the eyes. Furniture may block and
abundant evidence of her ravenous feasting in her room, impede movement.
however.
COMBAT CONDITIONS: The peculiar illumination
The various chests, the armoire and other containers tell induce a -1 modifier to all combatants relying on vision
the story as they are brimming with bones and complete as their primary sense. If someone is caught on either
skeletons of sentient and rare species picked clean and side of the door, it requires three successful strength
stashed away. rolls [10] to smash it.
Unlike her father’s room, no overt wealth is found in this POTENTIAL PARTAKERS: If the characters are
room as her sole focus in life is on her feasting. fleeing Zagan, he will find them and join the fray.
43
2
3
1
3
3
3
3
3
Upper FLOORS
UPPER Floors
Upstairs on the fourth floor are several rooms, including the 1. Yek’Seng’s room
private rooms of Su’tinn and Yek’Seng. 2. Su’tinn’s room
3. Timaniém room
The Timaniém Huntress troupe have several rooms 4. Fduliea’s bedroom
of their own on the fourth and fifth floor as well. Their
accommodations are austere and with very few amenities –
fitting their past primitive and tribal lifestyle.
44
Scene
cene 55 ::
Fduli ea ’’ss surprise
surpr ise
S
Fduliea
Yek’Seng, the Ba’waikh leader of the huntresses, soon Muawu: The Je’ehl proprietor of the Arijwani Tavern.
returns with his entourage of huntresses to the Shaded Souq
and learn about the protagonist’s meddling. Taveesh: A halfblood messenger from the human
The Arbiter may assume he arrives only after the protagonists commune.
escape the area and tower of Zagan.
Daiwu: The Je’ehl Ghurayb guild guard.
The characters escaping Zagan’s clutches changes the game
for the Djinn, the Ba’waikh and the Purveyors of the Hunt. YanWei: The Ghurayb guild trader.
Not only because Zagan confirmed his involvement in the
slaughter of YanWei’s stock, but because he likely revealed Aiusyr: A Variin sage and owner of the Dreaming
too much about his and the Purveyor’s dealings to the Gomor.
humans.
Fduliea: The Djinn consort of Zagan.
This means the Ghurayb Guard will soon know where they
are located, and that they are the ones running the auction Su’tinn: The Ka’Alum Purveyor trader.
for the creature sought after by the Warlord.
45
Choices
2
The protagonists have several choices. They have likely
realized that the Purveyors of the Hunt want them dead
before they have a chance to bring their discoveries to the
Ghurayb Guild.
Especially the knowledge concerning the shapeshifters’
involvement in framing them for crimes they did not
commit.
46
The messenger
They cannot get access to Vorthaxa directly, as their YanWei asks the characters to share their findings and
presence would bring undue attention to him. provide compelling testimony or proof or face guild justice.
They will eventually be contacted by Taveesh,
whenever and wherever the Arbiter deems it This requires an extensive account of events and compelling
appropriate. Taveesh is an easily noticeable reiteration of the involvement of Zagan and the Ghulah as
halfblood with a plumage of feathers and well as Yek’Seng’s recklessness.
strangely reflective eyes. If YanWei can be satisfied by the characters’ explanations,
they are considered cleared in his eyes.
Taveesh will say in the introduction,
cryptically and with a wry smile; The Arbiter should note, that YanWei does not manage to
“Be not it they who lie upon the convey the characters’ vindication to the guild seniors at
Taveesh
ground…”, which is the first half of this time, which may prove to be crucial to the characters if
one of Kana’ra’s infamous quotes. he disappears or dies before doing so.
The characters know that to confirm their association, they If convincingly persuaded, YanWei will state the following:
must finish the proverb: “…and let the dogs of death feast “Dealing this way with dangerous beasts and other creatures
upon their corpse.” they do not understand is outrageous. The evidence you
present today strongly points to the Purveyors of the Hunt
This obviously signals that the messenger is a member of as being the real culprits of slaughtering my animals. Their
the commune. Once the characters have answered, Taveesh shape-shifting abilities and clear subsequent actions are
assures them that Kana’ra’s has inferred – at least some of – damning. Although it’s well known the Ghurayb Guild
the character’s discoveries and has been in contact directly deals in exotic animals, we would never have allowed what
with YanWei and his guild. happened at the Masque to occur. The guild would never
sanction the capture and sale of a beast like the Aigioma”.
He tells the characters that Vorthaxa was working with the
The NADHIR
Nadhir
guild to obtain the Nadhir and dispose of it because of the
grave danger its existence represents. Taveesh also explains
that the Ghurayb guild officials want to parlay and that THE
the characters should not fear a tribunal because truth and
ample evidence is on their side.
What happens next depends on who has the Nadhir and
If they agree he leads them to YanWei to parley. what they decide to do with it. If the protagonists have the
Nadhir and inform YanWei about this or present him with
the creature in its cage to him, he will recognise it.
Meeting YanWei Or, if the characters did not take the Nadhir, Su’tinn or
another Purveyor member will have done so and brings it to
YanWei seeking clemency.
Since the disaster at the Masque the Ghurayb Guard
officials learned that the protagonists were given a chance to Whoever the turncoat is, he is brought into the meeting,
exonerate themselves. Should any Guild guard come across accompanied by Ghurayb guards carrying the caged Nadhir.
the characters, they will attempt to persuade them to go Proceed to the REVELATIONS event.
peacefully to the guild and YanWei.
If the characters have the Nadhir but decide to hide the
Daiwu, the guild member guard who followed them into the creature from everyone, proceed to the KEEPING SECRETS
Shaded Souq with some of his errant followers, was feeling event.
less magnanimous, to say the least.
Still, he will not defy his guild’s express wishes to question
the humans before final judgement. If the protagonists are
confronted by Daiwu and show careful diplomacy, they will
be led to YanWei without overt hostility.
47
Revelations
In any case, he tells them swift action must be taken to She adds, with a dry, sibilant
avoid utter disaster. “Whoever is behind the bidding on this tone inconsistent with her
creature may have done so because he desires it greatly words, “how very startling
but didn’t know where it was located. Now he probably and unusual this is”. Then
does know, and that is most dangerous as his supporters will she intones, in nearly
come looking for it!” a whisper, “One can
only wonder at the
If the characters tell YanWei that they heard a rumour events that spurred this
about Kana’ra Vorthaxa bidding on the creature himself, entrapment?”
YanWei will wince and say “that will be dealt with” but not
elaborate further. The characters may
have guessed that
The rumour is true, but YanWei was already aware because the metamorphic
he was covertly working with Vorthaxa to obtain the and trapped Djinn is
creature and dispose of it. the reclusive consort
However, as his suspicions grew about the implications and of Zagan, but they
nature of the power behind the Princely Envoy, he quickly cannot be certain.
got word to Vorthaxa to quit the involvement.
The Variin sees the
YanWei will say, “We must go to The Dreaming Gomor shapeshifter for what
and speak to Aiusyr about this. She will know what to do”. it is. Detecting that the
toxin is wearing off and
the Djinn’s powers quickly
The TEA
tea HOUSE
house Lore Master
returning, her tone changes to one of alarm: “This being
THE LORE MASTER is not of the true children of Mitu’Usemi’Ti, as I am, and
has been only temporarily subdued”, she warns, her voice
rising as she backs away from the cage that is beginning to
As the guild begins to plan the best way to dismantle the rattle and bounce off its platform (or out of the hands of
operations of Yek’Seng and Zagan, YanWei will accompany one who holds it).
the protagonists to the Dreaming Gomor tea house to speak
with the Variin named Aiusyr. The little pine-coned shaped creature begins to distort and
thrash within its cage. Then, with an annoyed edge to her
When the party arrives and presents the creature to Aiusyr, voice, Aiusyr adds, “This does serve as a good example of
she instantly takes them to a private room of the Gomor why we do not serve as guides in the Void.”
tea house.
The cage explodes, pieces of metal shooting in all directions
She stares at the Nadhir intently and after a moment, sighs as a Djinn breaks free and manifests in the room, confused,
and says in a detached tone, “This creature in the cage is disoriented, and ready for fight or flight.
not a Nadhir. It is a Djinn trapped in a form it assumed. It
is indeed the form a Nadhir, but the Djinn’s powers to Nobody in the room will have any certainty that this is
resume its former self are clearly stifled. Probably by indeed Fduliea, nor any idea of why or how she assumed
the toxin possessed by a real Nadhir”. the form of a Nadhir and trapped herself in its cage.
48
A TRAPPED DJINN (ENCOUNTER)
LOCATION: In a private room of the Dreaming Whether the characters are forced to kill the possessed
Gomor tea house. YanWei or if Fduliea flees and disappear with his body, their
already sullied repute prompts no clemency from the guild.
ENVIRONMENT: A small, windowless space, its one
door leading to the Tea House kitchen. They are left with only Aiusyr to back their word of what
happened.
COMBAT CONDITIONS: The cramped conditions
cause a -1 to actions. If Fduliea escapes, she is afraid to be confronted by Zagan
and leaves Llyhn.
POTENTIAL PARTAKERS: Aiusyr and YanWei will
instinctively allow the Djinn to escape and only attempt Whether Fduliea is gone and a possible tribunal
to protect themselves but may succumb to Fear and be concluded, the plot moves into the final event,
prone to possession. In the unfortunate event YanWei culminating with a confrontation between the guild
is possessed by Fduliea, she will try to flee and leave the and the remnants of the Purveyors of the Hunt.
district in his body, never to be seen again.
49
ARBITRARY EVENT: GUILD TRIBUNAL
Keeping secrets
At some point soon after the characters are absolved by Fduliea attempts to escape by any means possible. Her
YanWei, the toxins wear off, and Fduliea reverts back from powers will be limited by the toxins still in her system,
her Nadhir form. and she will be unable to turn invisible or become aerial.
Read or paraphrase the following when convenient: “The
little pine-coned shaped creature begins to distort and Should Fduliea manage to escape, she does not return,
thrash. If still inside its cage, the cage explodes, pieces fearful of Zagan’s ire.
of metal shooting in all directions as the female Djinn
manifests and breaks free in the room. Clearly frightened PRIMARY ADVERSARY: Fduliea.
and desperate, the Djinn stares at you with confused and
disoriented eyes.” LOCATION: Anywhere
Once Fduliea is defeated or escapes, the characters are left ENVIRONMENT: Depends on the location.
without knowing what happened to the Nadhir.
They may mention the occurrence to the guild and get an COMBAT CONDITIONS: As determined by the
explanation from YanWei about what a Nadhir is. He will, Arbiter.
however, not be able to explain the presence of the Djinn.
POTENTIAL PARTAKERS: Irrespective of where the
Subsequently, events begin culminating and a battle between confrontation occurs, it is unlikely that any outsiders
the guild and the remnants of the Purveyors of the would get involved with a Djinn desperately seeking to
Hunt trying to escape the district ensues. flee.
50
Scene
cene 66 ::
Roam ingbeasts
Beasts
S
Roaming
Scene synopsis All entrances to the human commune are all secreted inside
the abode, and members are forbidden from entering the
mansion uninvited, lest they are spotted by passers-by.
After the escape or demise of Fduliea, the Princely Envoy
eventually learns of the disappearance of the Nadhir. His
anger and fear of his master is unbridled when he learns that
the creature he was sent to retrieve – staking wealth and
effort upon – is gone.
NPC’s
Locations
51
Requests
52
As they hurry inside it seems the
creature is unable to find its way
out and the servants scream at
them to chase it off or otherwise
4 dispose of it.
4
This way, the characters do not get
any prior information about the
creature and are likely completely
2 unprepared as they scamper to
1 save the lives of the fleeing guests
4 and keep the beast out of the
3 mansion.
Consequently, each hunt has its own predicaments reliant ROAMING BEASTS:
on whether they pursue an elusive creature on the run or 1. Adaru
fight for dear life against a ravenous killer on the prowl. 2. Barast
3. Mardkhora
These assignments are made even more challenging as the 4. Muqai
guild insists that the characters avoid causing harm to the 5. Sloq
creatures if at all possible, to retain a high re-sell value. 6. Sorq
53
Scene
cene77 ::
The
The Fug itive D jinn
S
fugitive Djinn
Scene synopsis NPC’s
Zagan is still at large after the assault on his tower, and – Zagan: The vengeful Djinn.
hell-bent on retaliation – he is hunting for the characters.
Ironically, there are significantly more parties pursuing Yek’Seng: Possessed former patron of the Purveyors
him concurrently, including the Cowl, the Ghurayb Guild, of the Hunt.
Kana’ra Vorthaxa and – most likely – the characters.
Asha: The rancorous Ghulah daughter of Zagan.
Kana’ra Vorthaxa means to get his hands on the Djinn
because it implicated his nascent empire and imperilled its
existence by potential exposure.
He is deploying his spies and covertly utilising his aristocratic
connections to gather information about the possible
whereabouts of Zagan and his underlings.
1
2
54
Plotting and scheming
Whether by their own volition or urged by Kana’ra, the Either way, the characters may learn rumours about what
Ghurayb guild or someone else, the characters probably happened at Zagan’s tower and they may want to revisit the
instigate their search for Zagan during or soon after the site looking for leads or useful remains.
escaped beasts have been captured or killed.
RUMOURS
55
THE PROWLING GHULAH (ENCOUNTER)
If the characters return to the ruins of Zagan’s tower when ENVIRONMENT: The outer walls still stand – shielding
the Jinassar have gone, they will see looters picking through the combatants from prying eyes.
the rubble and the mutilated, dead bodies of a score of
Timanièm huntresses. COMBAT CONDITIONS: Scattered charred furniture
At night the glowing stones still imbedded in the walls bathe and fallen scorched tree trunks litter the ground
the scene in an eerie, ghostly light. providing hiding places and obstacles.
While there, they will stumble upon the symbol of the As the tower is in ruins and in places still burning, it
darkened sun etched into the wood of what was once is riddled with hidden hazards. Massive branches may
Zagan’s audience room door laying on the ground. fall from smouldering trees, floors in the tower may
collapse, and walls crumble if combat mishaps occur.
56
The characters find Zagan
57
THE RAGING DJINN (ENCOUNTER)
58
Zagan finds the characters THE VENGEFUL DJINN (ENCOUNTER)
Zagan approaches in the guise of Yek’Seng. Calling to Unsuspecting characters are caught by surprise, while
the characters, he claims to be hunted by the Djinn who anyone with relevant abilities or players who expressed
had previously possessed him, causing him to do all these apprehension are allowed a roll to avoid being surprised.
terrible acts of sedition.
Also, as Zagan assumes his own terrible form, his aura is
He insists that he wants to redeem himself and counter all activated, inducing a Fear roll [6] from the characters.
the harm he helped cause. As he talks and pleads, he slowly The irate Djinn will immediately attack the nearest
moves closer to get within striking distance. character furiously.
Should the characters – for whatever reason – not allow him PRIMARY ADVERSARY: Zagan.
to get close, he will become agitated and more aggressive in
his manner and push forward. SECONDARY ADVERSARIES: The Timaniém
huntresses and perhaps Yek’Seng.
This vulgar and pretentious emotive display either allows Should the characters opt to flee and manage to get to
the characters to grab the initiative and act before the Djinn an area with people, Zagan will not follow for fear of the
launches his assault on them. Jinassar or other agents of the Unseen Rulers.
Or, alternatively, they may grab this opportunity and
choose to grovel, humbling themselves, hoping that Zagan If this is the case, he will give up his pursuit of vengeance
will heed their pleas. and leave Llyhn; possibly to return to Mount Qaf in
disgrace.
At such a display, the Djinn will - if satisfied that the
characters will serve and submit to him for their offences - The characters now have a sworn enemy who might
hold back, settling the conflict without bloodshed. rear his ugly head should they ever decide to venture
outside the Eternal City.
59
Conclusi
C on
onclusion
WASTAH
With the defeat of Zagan and the Purveyors of the Hunt, Dealing with influential individuals and factions in Llyhn
the guild regains its solid foothold in the exotic animal trade enables the characters to obtain Wastah in a variety of ways
in Khameeliya. throughout the scenario.
As the characters were working under the auspices of Although the Arbiter is free to add prospective Wastah
Kana’ra Vorthaxa when they got involved in helping the accumulation, below are the integral opportunities for
guild regain its monopoly, he is invited to join the guild in characters to gain Wastah in the scenario.
their animal trade activities – reaping the lion’s share of the
rewards. • Unprompted participating in the defeat of the Aigioma
grants one (1) point of Wastah with the Ghurayb guild.
The protagonists, however, are informed that they • Saving YanWei from possession or from being killed by
are welcome to work for both the guild and the human Fduliea grants one (1) point of Wastah with him.
commune going forward. • Unprompted aiding Kana’ra Vorthaxa in his bid for
power grants one (1) point of Wastah with him.
Should the characters decide to retain their collaboration • Aiding YanWei and the Ghurayb guild in the exposure
with Kana’ra, his ambitions and lust for control might and capture of Zagan grants up to two (2) points of
eventually lead them on paths dangerous not only to Wastah with the guild.
themselves but perhaps to the aspirations of the other • Substantially strengthening the alliance between the
human enclaves in the city. guild and the human commune, induces a point of
Wastah with either or both factions.
Advancem ent
ADVANCEMENT R ew ards
REWARDS
While the Arbiter is free to grant experience and rewards In addition to any items, exotic animals and valuables
as well as applicable Wastah after each session, the below the characters may have filched in the scenario, the main
allocations should be considered: factions will also offer them rewards for their involvement –
depending on their conduct and achievements.
EXPERIENCE POINTS
It is recommended that characters are awarded 1-3 The protagonists are rewarded by the guild with an offer
experience points per completed scene or sitting, depending to learn from their hunters and trainers. Becoming further
on their progress in the overall storyline. associated with the guild would allow the characters some
access to the assets and resources of the guild while on
Also, individual accomplishments or notable collective official guild endeavours. Such an association will also
achievements, such as being subjected to a guild tribunal induce payment for services rendered.
and talking their way out of it, should be awarded.
If the characters did not get excommunicated by Kana’ra
ENLIGHTENMENT during the scenario, he rewards them for taking action
Opportunities for enlightenment are not inherently proposed that allowed him to come out of hiding and makes them
in this scenario, given the lack of Void entity encounters full members of the commune. He promises them the full
and the fact that the entire chain of events occurs in Llyhn benefits of being associated with his faction in return for
without exposure to other worlds. fealty.
Arbiters are free to add elements enabling enlightenment if Such an allegiance will prompt assignments in both the
they should feel so inclined. underworld as well as amongst the upper classes of
Khameeliya and the promise of significant wealth and
power, should they be successful.
60
Appendix
Appendix
61
Antagoni sts, , aallies
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.
Aiusyr
This learned Variin is the proprietor of the Dreaming Gomor
and an old associate of YanWei. She has vast knowledge
about a great many things in the Cosmos, and YanWei
occasionally relies on her wisdom when making decisions or
needing obscure information.
62
COMBAT: Asha finds pleasure in violence and will
habitually change into her hyena-hybrid form when engaged
in fighting. Her favoured combat manoeuvres comprise
called attack (no penalty), dodge (+5), furious charge, all-
out attack and crushing blow.
Asha profile
AGILITY 5 HEALTH 28
AWARENESS 6 SIZE Medium
STAMINA 4 MOVE 8
STRENGTH 6 WEAPON Claws (+6)
Fangs (+4)
INTELLECT 4 REACH Close
PERSUASION 6 ATT SPEED +3
PRESENCE 5 DMG D6+3/D4+3
WILLPOWER 4 DV 9
PROTECTION 0
SPECIES: Ghulah.
GOALS: Asha is content living with her father and will Daiwu is a Je’ehl pariah and part of the Ghurayb guild
fervently protect him and his interests. guard and a friend of Muawu and her brother YanWei.
He is deeply devoted to the guild, almost to the point of
GARB: What she wears differs depending on who she stalks, obsession.
but it is usually suggestive and scant.
He does not quite understand his friends’ openness to others
ALLIES/HELPERS: Zagan is the sole support she has. nor what he considers their disregard for the guild’s interests.
His lack of perspective combined with his impetuousness is
DOMAIN: Her boudoir in Zagan’s tower. the main reason that he has not risen further in the ranks
of the guard.
QUIRKS: Unusually cooperative and congenial with those
who Zagan deems off-limits to feast upon. She is somewhat To quell his frustration at not advancing Daiwu has a
easily, if temporarily, dissuaded from killing one of interest habit of drinking the intoxicating Sanké tea.
when faced with politeness.
SPECIES: Je’ehl
63
APPEARANCE: Daiwu is impeccable in his uniform. His
tabard and breeches are immaculate, the laminated leather
armour is well-cared for along with his mace and shortsword.
DOMAIN: The Guild domicile. Albeit she still loves him, her pride keeps her from tolerating
his actions and the presence of his daughter, so, for the
QUIRKS: Quick-tempered and battling the self-indulgent most part, she isolates herself to brood in her room.
tendencies of his species.
If confronted, Fduliea uses regular Djinn characteristics [see
COMBAT: Daiwu is not tactically proficient, but he is an page 357 in the core rulebook].
exceedingly competent warrior. Unlike the habitual guard
style, Daiwu tends towards a more aggressive approach, Throughout most of the scenario, Fduliea has inadvertently
utilising called attacks and crushing blows at regular intervals. gotten herself trapped in the form of the Arboreal Nadhir.
Daiwu profile
AGILITY 3 HEALTH 32
AWARENESS 4 SIZE Medium
STAMINA 4 MOVE 7
STRENGTH 5 WEAPON Mace (+5) /
Short sword
(+2)
INTELLECT 3 REACH Adjacent
PERSUASION 6 ATT SPEED 0
PRESENCE 5 DMG D12+2
(knockdown)
/ D6+2
WILLPOWER 3 DV 9 (10)
PROTECTION 4
64
Garhasha Garhasha profile
AGILITY 3 HEALTH 40
GARHASHA
This Talath is working for Samang as his prime Beastmaster, AWARENESS 2 SIZE Large
training and handling the wild and exotic creatures used in STAMINA 5 MOVE 7
the staged acts.
STRENGTH 7 WEAPON 2 x Battleaxe
(+5 / +3)
Garhasha enjoys physical struggles and violence as much
as any Talath but is remarkably formidable when facing INTELLECT 3 REACH Adjacent
daunting monsters and beasts. PERSUASION 3 ATT SPEED 0
More ingenious and cunning than the average Talath, PRESENCE 4 DMG D12+5 /
Gahasha has a knack for understanding behaviour, habits D12+4
and urges of the sort of creatures most would avoid at all WILLPOWER 3 DV 6
costs. PROTECTION 3
This makes him able to predict the behaviour of beasts and
take measures to counter potential hazardous encounters. TALENTS/ Explosive force and bad temper
FLAWS: (moderate).
SPECIES: Talath ATTRIBUTES: Tough hide and digitigrade legs
PRIMARY Axes [5 / quick-draw], dual-wielding
APPEARANCE: Garhasha’s skin is more brown than red SKILLS: [3], animal handling [5], athletics
– something of a rarity among Talath. Additionally, he [4] and innate formation fighting.
is easily discernible by his ostentatious mohawk and twin
battle axes hanging from his belt. EQUIPMENT: Extra padded metal lamellar
pauldrons, saw edged battleaxe (+1
GOALS: Garhasha likes working with wild creatures and dmg/parry), perfectly balanced
animals. They are uncomplicated and honest in their battleaxe (+1 to-hit), several small
savagery, unlike the so-called civilised peoples of the blades, 15 Dhins and tribal teeth
Cosmos. charms.
65
Muawu
This female Je’ehl pariah is the owner of the Arijwani
Tavern in Khameeliya.
Naehi
This elderly Oord is a member of the Princely Envoy’s
delegation to Llyhn.
Sada
The legation is tasked with securing war beasts and – in
particular – an Arboreal Nadhir for the war efforts of their
This stalwart woman is one of Kana’ra Vorthaxa’s several
absent warlord.
wives and one of the few human companions he keeps.
Naehi’s current assignment is gathering information and
Sada is an active member of the human commune, where
being a messenger for the Princely Envoy.
she – amongst other things – works as a messenger and
recruiter for the burgeoning empire.
Naehi adheres to the common Oord characteristics found
in the core rulebook on page 337.
Samang
Princely Envoy
Samang is a showman at heart. His great interest lies in
bringing knowledge of the myriad creatures of the Cosmos
Although the Princely Envoy is not meant to Llyhn. He does so by staging carefully controlled animal
to be encountered, his presence will and beast acts at The Masque.
be well-known to the characters as he
instigates some of the incidents affecting His obsession with one-upmanship over the other “boring”
them. impresarios and showmen is doomed to be his undoing.
On board are also a squad of the GOALS: Samang’s ambition is equally divided between
warlord’s soldiers. educating the public, a hunger for wealth and achieving his
dream of staging the greatest creature act the Cosmos has
The Qhu participates in various auctions, ever seen.
placing bids on beasts of war and
eventually on the Nadhir to secure GARB: Flamboyant and vibrant red, orange and green
these for the envoy and the Oord attire.
is acting primarily as informant
and messenger. ALLIES/HELPERS: He has allied himself with Yek’Seng
66
to aid his team of Timaniém to carry out missions bringing
back the most bizarre and “entertaining” creatures possible.
For Samang, entertaining means dangerous, especially when
occasionally bringing his most prized hazardous creatures to
the gladiators in the arenas of the Eternal City.
Samang profile
AGILITY 2 HEALTH 18
AWARENESS 9 SIZE Small
STAMINA 3 MOVE 2 Su’tinn
STRENGTH 2 WEAPON Cane (-1)
INTELLECT 5 REACH Adjacent
Su’tinn is the right hand of Yek’Seng and manages the
PERSUASION 4 ATT SPEED -1 Purveyors of the Hunt when the Ba’Waikh is out with the
PRESENCE 4 DMG D6-1 huntresses.
WILLPOWER 3 DV 7 How a Ka’Alum accepts being subordinate to a Ba’Waikh
PROTECTION 0 is puzzling, but Su’tinn has his own agenda and will betray
Yek’Seng if it is necessary.
TALENTS/ Direction sense, born performer
FLAWS: (showman) and sluggish. SPECIES: Ka’Alum
67
Su’tinn profile
AGILITY 4 HEALTH 29
AWARENESS 5 SIZE Large
STAMINA 4 MOVE 8
STRENGTH 3 WEAPON Staff (+7)
INTELLECT 6 REACH Near
PERSUASION 5 ATT SPEED +1
PRESENCE 3 DMG D6
(Knockdown)
WILLPOWER 4 DV 7
the Warlord
PROTECTION 3
This enigmatic Warlord is waging holy war on faraway
TALENTS/ Quick thinker worlds and is the power behind the delegation led by the
FLAWS: Princely Envoy.
ATTRIBUTES: Long digitigrade legs, peripheral He has somehow learned about the Arboreal Nadhir and
vision, small claws, and tail. is bent on acquiring it to be used in blood rituals to secure
POWERS: Mysticism (Mind) [2] - preferring victories for his armies.
Charm and Influence phenomena.
The Warlord’s icon is a twelve-pointed sun, which characters
PRIMARY Polearms [3 / proficient], Commerce
that have gone through the events of the “Those who would
SKILLS: [4], Languages [2] and Socialize [3].
be Gods” campaign are familiar with.
EQUIPMENT: Perfectly balanced (+1) and Although no explanation about this is offered in the scenario,
reinforced shaft (parry) staff, the fact that the symbol is still in use and that agents bearing
hardened leather armour (3), it are active in Llyhn is an indication of grander schemes
unfolding.
YanWei
Taveesh A Je’ehl pariah who has made a fortune catching, buying
and selling exotic animals to the high-castes and affluent
residents of Llyhn. He is an influential member – although
This halfblood acts as a messenger for Kana’ra and becomes not a senior one – of the Ghurayb guild; the current cartel
the designated contact between the characters and the of the exotic beast trade in Khameeliya.
hidden commune after Sada.
YanWei was the one responsible for rejecting the Ba’waikh’s
Although his overall physique is completely human, he appeal to the guild. He suspected Yek’Seng’s group were the
is easily noticeable because he has a plumage of feathers ones trying to undermine their competitors by frequently
instead of hair and strangely reflective eyes. His clothes are stealing captured animals hunted by the others.
ordinary for Khameeliya, and his demeanour reveals his
pride in being part of the burgeoning empire of Kana’ra His refusal to work with Yek’Seng spurred the slaughter of
Vorthaxa, a man he has the utmost respect and admiration his animal stocks by Zagan, his daughter and hired cronies,
for. implicating the characters and setting in motion a chain of
events with far-reaching consequences.
He wants to propagate the artistry and talents of humanity
in the Cosmos, and he fervently believes that his actions and YanWei had earlier formed a preliminary alliance with
dedication are contributing to this lofty goal. Kana’ra Vorthaxa under the assumption that they could be
mutually beneficial to each other. YanWei is the brother of
Taveesh is devoted to seeing the characters join the Muawu, the proprietor of the Arijwani Tavern.
commune and will ardently help them to achieve this.
Should the characters waver or refuse the requests or For YanWei characteristics use the regular Je’ehl description
patronage of Kana’ra, Taveesh will go to great lengths found in the core rulebook on page 332.
trying to revert them.
68
Yek’Seng Yek’Seng profile
AGILITY 4 HEALTH 24
Yek’Seng has founded and organized the Purveyors of the
Hunt, leads the huntresses in the field and oversees capture AWARENESS 4 SIZE Medium
and sales of exotic animals. He administers all activity near STAMINA 3 MOVE 3
the Shaded Souq; from the tower owned by Zagan.
STRENGTH 2 WEAPON Dagger (+3)
Yek’Seng feels he is better suited to overseeing and INTELLECT 5 REACH Close
negotiating the capture and sales of exotic animals than PERSUASION 3 ATT SPEED +1
those most known for it now.
PRESENCE 4 DMG D4-1 [1]
When he attempted to get involved in the Ghurayb guild he WILLPOWER 2 DV 8
was rejected and threatened by a Je’ehl named YanWei who PROTECTION None (0)
feared his own market share lessening.
Few species can be as conniving as a spurned Ba’waikh, and TALENTS/ Quick Learner.
so Yek’Seng learned of a powerful Djinn named Zagan from FLAWS:
an Im’zu chatter-broker, one known to buy from YanWei. ATTRIBUTES: Night vision / Light sensitivity.
Zagan was willing to help him usurp YanWei’s business if PRIMARY Small bladed weapons [2],
that meant he would get his pick of exotic beasts to collect. SKILLS: Commerce [6], Enquiry [4] and
Lore, scholastic [6] beasts.
SPECIES: Ba’Waikh
EQUIPMENT: Needle-point dagger [1], fine clothes
APPEARANCE: A short, slender Ba’Waikh with blue- and turban, rings and other jewellery
green skin. His left hand is mangled, nearly bitten off by (worth 200+ Dhins).
an Aigioma.
69
Zagan
ALLIES/HELPERS: Yek’Seng and the rest of the Purveyors
Zagan is of the Ma’Alu caste, and once possessed vast of the Hunt. Asha is devoted to him, and if he is threatened,
wealth, much of it gained from his consort Fduliea. They Fduliea will lay down her life for him.
met and lived in the border world of Mount Qaf before
arriving in The Eternal City. But his fortune and status were DOMAIN: His tower in Khameeliya.
threatened when he fell for the charms of an ancient Ghulah
while travelling afar. She seduced and tricked him, and then QUIRKS: Zagan is an arrogant braggart who loves to
she bore him a child, who she named Asha. recount his achievements.
Ignorant of having impregnated the Ghulah, he was horrified COMBAT: Zagan is ill-tempered and quick to resort to
when she showed up and put the young girl in his arms violence. He fights using his heavy shamshir in one hand
years later. Realising he had been tricked, Zagan killed the and his – always worn – claw in the other. His favoured
Ghulah. He could not, however, bring himself to harm or combat manoeuvres include devastating blow (+1 dmg),
turn out his daughter. furious charge, all-out attack and wild swing.
Fduliea was devastated and enraged and forced them to As is often the case with Djinn, there is no finesse to his style.
abscond Mount Qaf. Still in love with Zagan, she broods in He utilises a barrage of blows to kill or maim his opponent
her room and has severed Zagan from her wealth until the quickly. If the tide is turning against him; however, he is no
day he disposes of Asha. Zagan has refused and proclaimed fool and will use his esoteric abilities to escape.
he will redeem himself by building a new empire from selling
exotic animals, which is an obsession they share. Fduliea
acceded but remained distant.
70
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.
71
Jinassar Squadron Civic patrol
Following the attack on Zagan’s tower the Jinassar have been Khameeliya civic guards are armed fighters, trained in
dispatched to deal with the recent incidents in Khameeliya. security, quelling riots, subduing lawbreakers and the like.
If encountered, a Squadron counts eight regulars and one A customary patrol of Civic guards typically comprises four
officer. regular constables, two archer constables and an officer.
All Jinassars are armed with a halberd and have a crowbill as Authorised to use deadly force as deemed necessary, the
their secondary weapon for close-quarters fighting. civic guards rarely hold back when dealing with anyone less
than the aristocracy.
They are naturally resistant to Mysticism and Void powers,
adding three (3) to the difficulty of any power directed at Manoeuvres typically employed by Civic guardsmen include
them. standard attack, calculated strike and defensive stance.
72
Souq constables Huntress profile
WEAPONS Spear (+6) / Bow (+6)
These constables are mainly trained to catch pick pockets
and for crowd control. REACH Near or 50/75/100
ATT SPEED +3 / 0
While they are armed with customised, reinforced clubs
making them able to parry incoming blows, they are largely DMG D12+1 [1] / D6+1 [2]
inept at dealing with trained, heavily equipped warriors. HEALTH 27
DV 9
A constable patrol habitually counts five members of which
one is a runner charged with fetching reinforcements if PROTECTION 1
needed.
Constables habitually use manoeuvres such as parry, push PRIMARY Animal handling [2], athletics [4],
back, stun and knockdown. SKILLS: bows [3 / precise shot], polearms
[3].
SPECIAL: Climbs at regular speed and inverted
movement.
Constable profile EQUIPMENT: Spear, leather pauldrons (1), bow and
arrows, sparse clothing, hunting gear,
tribal amulets and stone dagger.
WEAPONS Club (+3 / parry) / Short sword (+2)
REACH Adjacent
ATT SPEED 0/0
Being hunters, the Timaniém generally seek to avoid a
DMG D6 (knockdown) / D6
straight-up fight.
HEALTH 21
DV 7 Preferring to utilise their often superior dexterity and ability
to climb trees and other elevated objects with ease to stay
PROTECTION 4 out of range of attackers, the huntresses employ their own
long-range weaponry of spears and bows.
PRIMARY Blunt weapons [3] and blade weapons
SKILLS: [2]. Their favoured manoeuvres include lunge, sneak attack,
SPECIAL: None swift strike and swooping attack while swinging from tree
branches or similar.
EQUIPMENT: Strapped and reinforced club, studded
leather, leather helmet and leather
bracers.
Timaniém huntresses
73
Beasts
B e a sts
74
Herds tend to attack en masse – a rampaging flurry of teeth,
talons and jagged bony protrusions swarming towards the
perceived threat.
The social structure of Muqai is most consistent during the PERSUASION 0 ATT MOD +5 / +3
autumn birthing period. During this time, Alpha bulls have PRESENCE 5 ATT SPEED 0 / -1
firmly established their territories and are focused on the
WILLPOWER 3 DMG D6+5 / 2D6+5
birthing females of their respective herds.
DV 5
Should anyone encroach upon the birthing grounds during PROTECTION 3
this period, they will immediately be set upon by the alpha
bull and his deputies.
TALENTS/ Brawny, Vigilant, High Pain Threshold /
FLAWS Impaired vision (mild)
DIET: Muqai are omnivores, hunting and foraging in equal
measure. Depending on the size of a herd, the grounds ATTRIBUTES Medium claws, Massive knobbly horns
required to sustain it may be vast. (DR1), Large, Long arms, tough scaly
skin (DR2).
ENCOUNTERS: Being somewhat intelligent, Muqai can be SPECIAL Ferocious trample.
placated and primitive communication established, although
any interaction is tenuous at best.
75
ENCOUNTERS: Coming across a Nadhir is exceedingly
Nadhir unusual as they are rare, reticent, small and blend remarkably
well with their surroundings.
DESCRIPTION: Arboreal Nadhirs are small, nocturnal Should a lucky Voidfarer ever happen upon one, it is
mammals, less than a cubit in length and height, with likely to stand and curiously observe the intruder before
hardened, overlapping plate-like keratin scales covering their scampering off into the undergrowth or up a trunk into the
skin. They have short legs, and sharp claws for climbing and protective foliage.
burrowing into insect mounds.
COMBAT: A Nadhir has no inclination to fight and will
They have an enhanced sense of smell, and their tongues are always attempt to flee. If flight is not an option the Nadhir
incredibly long, perfect features for a diet that consists of curls up into a ball, tucking its face under its tail, its sharp
mainly ants and termites. Observers often say it resembles scales acting as armour. It can emit a pheromone – resisted
a pinecone. These creatures are sometimes harvested by Willpower [4] – which seems to affect most sentient
for traditional medicine on their homeworld, their scales species, compelling them to draw close and touch it.
believed to have medicinal properties.
This effect may seem counter-intuitive for the purpose of
Those encountering the Nadhir speak of an almost irresistible self-protection, but the creature has an ability to determine
urge to stare at it, touch it despite the sharp scales, and its intent upon touch, along the spectrum of hostility to
presence is such that some monastic orders cage it and use innocuousness.
it as the focus of meditations.
If it detects hostility, it secretes a poison through glands
Their meat is considered a delicacy, and it is widely between its scales. The liquid oozes along its sharp plates
believed that consuming Nadhir grants prophetic visions. and absorbs quickly through bare skin upon touch. The
It is rumoured among blood ritualists that the creature Poison takes effect within D4 minutes after which the victim
consumed as part of sacrificial divination confers incredible feels dazed (see delirium page 148 of the core rulebook),
intuitive foresight, even invoking portents and premonitions. lasting for D12 minutes.
LIFECYCLE: Nadhirs are solitary animals, mating rarely, Anyone affected by the poison will be unable to use their
their litters only one to three offspring. esoteric powers or abilities for D3 days – roll separately for
each possessed power and ability.
HABITAT: The species live exclusively in the vast pine Additionally, the sharp edges along the scales cut for D2
forests of their homeworld, spending their days in the damage upon touch.
treetop foliage of the giant blue pines.
76
ABILITIES: For inexplicable reasons, the blood of an
Arboreal Nadhir is exceedingly potent when used in Blood Sorq
rituals.
In sacrificial divination the Nadhir blood grants a +4 roll DESCRIPTION: This bipedal sprinter varies in height from
modifier and in Bloodletting rituals it counts as potency 25, small specimens of about two cubits tall to giant varieties
but with a +4 boon modifier. Furthermore, an exceptional standing up to four cubits.
success is achieved on a roll of 11+ in any blood ritual
involving a Nadhir. The species has strangely overlapping layered skin ranging
from pinkish yellow to deep brown. Its limbs are relatively
If the Nadhir’s toxin can be obtained it can be used to thin for its somewhat bulbous body, but they can run and
suppress esoteric abilities, powers and influence when sprint exceedingly fast for their size.
ingested.
A long whipping tail with sail-like membranes helps them
keep balance and steer during sprinting. If Sorqs are trapped
or injured, long claws on the front limbs can cause nasty
Nadhir cuts dissuading predators from coming close.
AGILITY 3 HEALTH 12
Sorq meat is a delicacy across many worlds for its rich
AWARENESS 5 SIZE Little flavour and difficulty in obtaining. It is alleged that the
STAMINA 2 MOVE 4 gizzard found in a fleshy pouch between the creatures’
STRENGTH 1 WEAPON - legs have remedial or aphrodisiacal properties if prepared
correctly.
INTELLECT 0 REACH -
PERSUASION 0 ATT MOD - SUBSPECIES: Several subspecies varying in height and
colour exist.
PRESENCE 6 ATT SPEED D2 (sharp scales)
WILLPOWER 0 DMG 7
DV 3
PROTECTION 3
77
LIFECYCLE: Sorq calves are on their feet very shortly after
being born and can keep pace with their parent in less than Sorq
half a day after birth. AGILITY 4 HEALTH 12
Sorq have relatively short lives, rarely living more than 15 AWARENESS 4 SIZE Small to medium
Llyhn seasons. Old, weak or injured individuals get left STAMINA 2 MOVE 7 / 21 / 35
behind if they are unable to keep up with the herd.
STRENGTH 2 WEAPON Claws
HABITAT: Sorqs are placid herbivores only found on open INTELLECT 0 REACH Adjacent
plains and savannahs where they can utilise their speed to PERSUASION 0 ATT MOD +2
get away from predators and hunters.
PRESENCE 0 ATT SPEED +2
They tend to live in small herds of no more than seven WILLPOWER 0 DMG D4
individuals and are quite skittish, running away at the mere
DV 9
hint of danger.
PROTECTION 0
OCCURRENCE: In their home ranges, Sorq are quite
plentiful but rarely seen as they usually bolt well before TALENTS/ Fast reflexes, Fleet of foot, Acute sight
being spotted. FLAWS and Alertness.
ATTRIBUTES Claws.
The species can be found in abundance on the Ka’Alum
federation world of Ren’Sur as well as multiple former
Je’ehl empire worlds. Which world they originate from is
unknown.
BEHAVIOUR: Sorq are very skittish and shy, even towards While the species can be hunted efficiently with traps and
other herbivorous wildlife. They keep to their herd for snares, an ensnared Sorq lashing out with its claws can be
their entire life unless the flock grows too big and splits into dangerous if approached.
smaller herds.
COMBAT: Sorqs will only ever attack if panicked, such as
The small herd size enables the creatures to avert detection if its young are threatened, or evidently if fed Mima leaves.
and allows them to swiftly and efficiently disappear into the In such a case, the creature will frenetically pace about,
low brush or similar hiding places where large flocks could striking swiftly and viciously at anyone coming close.
not hide.
Sorq have been known to claw at predators or hunters faces,
DIET: Sorq eat a variety of grasses and leaves, depending on clearly recognising that attacking can act as a deterrence - as
which world they are found on. It was recently discovered such, the species can only utilise standard, swooping and
that if fed fresh Mima leaves a Sorq becomes frantic and called attacks.
aggressive for a brief period.
78
Maps
Maps
Khameeliya
79
Arijwani Tavern
12 cubits / 6 metres
80
The Masque
28 cubits / 14 metres
The stage
12 cubit
s / 6 metres
81
The Shaded Souq
44 cubits / 22 metres
82
Zagan’s Tower
Ground f loor
6 cubits / 3 metres
83
Zagan’s Tower
2nd f loor
6 cubits / 3 metres
3rd f loor
84
Zagan’s Tower
4th f loor
6 cubit
s / 3 metres
5th f loor
85
Ghurayb guild domicile
60 cubits / 30 metres
86
Kana’ra’s mansion
32 cubits / 16 metres
87
AN ESOTERIC ROLE-PLAYING GAME ABOUT
THE FALL AND RESURGENCE OF HUMANITY.
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