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TM

dark dealings

Shaded
in the

Souq
A BLACK VOID RPG SCENARIO
Survival
is only the beginning...

AN ESOTERIC ROLE-PLAYING GAME BY


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

Dark dealings in the Shaded Souq


conceived and written by
Daniel Cross

Contributions and editing


Christoffer S. Sevaldsen

Heuristic Creative Custodian


Deborah J. Corton

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

© 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
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

ANTAGONISTS, ALLIES & NOTABLE PEOPLE 62

GROUPS & FACTIONS 71

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.

Additional background stories and information on the


If you are unfamiliar with running Black Void scenarios, this various creatures, peoples and species found in Khameeliya
introduction clarifies the various elements and explains how and Llyhn can be found in the Black Void core rulebook.
everything works.

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.

A scenario is a story much like the plot in


a book, but with the distinct difference
that the story is not entirely fixed,
and the players’ actions decide how
the story progress.

For convenience, the scenario is


divided into scenes or events, making it
easier for Arbiters to control and narrate
the story.

Each scene contains a brief synopsis of what is


intended to happen, a location description, applicable
maps, a non-player character overview, and usually some
annotations the Arbiter should keep in mind for the scene.

Some events are arbitrary, occurring either randomly, at the


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

The scenario provides several ways to get from one


scene to the next, allowing for players to follow multiple
paths in the story rather than leading them on a specific
linear path.

Whenever a scene or event has a specific opportunity


for characters to obtain pertinent information from
noticing a plot-relevant detail, an observation box
is provided.

If the characters succeed in their observation attempt,


the Arbiter can choose which detail they managed to
notice or make a roll to randomise the result from the table
if multiple options are available.

Throughout the scenario, supplementary information is


noted in boxes to assist the Arbiter with NPC interactions,
providing rumours or knowledge about places, occurrences
and people.

While most obstacles and tasks in the scenario follow


the regular rules regarding action difficulties, some have
specified predetermined difficulty ratings that are marked
in square brackets [].

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.

As they seek to exonerate themselves before vigilante justice


catches up to them, their current patron - the leader of a
secret human commune in Khameeliya - requests them to
prevent furtive interlopers from usurping a wealthy Je’ehl
ally trading in exotic animals.

In their search for answers, they unwittingly stumble across


a plot with implications far beyond the Eternal City.
This leads the protagonists to the Shaded Souq and the
Eventually, lacking any decent leads to hunting down Purveyors of the Hunt, an illicit group of animal traders
their imposters, the protagonists learn about an arena funded by a Djinn named Zagan.
performance showcasing dangerous exotic animals at the
Masque in the Khameeliya district. The encounter with the Purveyors leads to meeting Zagan,
who supports all the activities of Yek’ Seng to get access to
The exotic animal turns out to be a breed of war beast and rare creatures himself.
quickly frees itself from its chains and begins to rampage the
amphitheatre. Zagan falsely offers the protagonists an alliance in an attempt
to placate and eventually capture them. He means to feed
After the chaos, an Oord impresario named Samang tells them to his daughter, a horrible Ghulah living in his tower.
them about Yek’ Seng, a Ba’waikh merchant who sold him
the uncontrollable monstrosity. Their deaths would remove the risk of exposure of the Djinn
and his huntresses’ involvement in the crimes against the
Ghurayb animal trader’s guild at the district gate.

Meanwhile, the Djinn learns that a mysterious Warlord


waging holy war on faraway worlds is interested in war beasts
and – more interestingly – one of his personal collection of
animals; a rare, strange creature called an Arboreal Nadhir.

The diminutive creature is thought to possess unusual


mystical properties when consumed, supposedly giving the
ability of foresight.

The protagonists will have to use guile, diplomacy


or swordsmanship as they try to survive the intricate
manoeuvrings of traders, esoteric beings and callous killers.

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?

And would this ultimately spell the end of the Purveyors


activities in Khameeliya and pave the way for the
exoneration of the characters.

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.

More information about the district can be found on page


276 of the core rulebook.

Locations

THE ARIJWANI TAVERN (1):


A renowned drinking establishment
owned by Muawu and often
frequented by the members of the
human commune in Khameeliya
because of its affability towards 6
humans.

THE MASQUE (2):


An illustrious amphitheatre
known across the Cosmos for
staging extravagant performances 2
and plays. This is the exclusive
venue for Samang’s flamboyant and
eccentric acts.

THE SHADED SOUQ – ASRU SQUARE (3):


A large square containing a multi-tiered souq
placed on platforms, bridges and gangways
suspended from towers above the ground.
The souq is the location of the seat of
operations for the Purveyors of the Hunt. 7
ZAGAN’S TOWER (4): The abode of
Zagan, as well as living quarters for Zagan,
Asha, Fduliea, Yek’ Seng, Su’tinn as well
as the Timaniém huntresses. A menagerie
holds some of their captured beasts.
8 3
THE GHURAYB GUILD DOMICILE (5): A
large building adjacent to an outer gate of the
Khameeliya district. The domicile contains guildhalls,
pens for creatures, accommodations for clients and guild 5
members as well as recreational areas. 4
THE DREAMING GOMOR (6): A famous tea house on a
small peninsula in the Margidda river. The establishment is
owned and run by a Variin called Aiusyr. The Variin is an
acquaintance of YanWei and occasionally assist with
advice and guidance in esoteric matters. 1

10
Groups & Factions

PURVEYORS OF THE HUNT: A venture started by


Yek’Seng to enter the market of trading exotic beasts in
Khameeliya.
As his efforts to join the Ghurayb guild were declined
Yek’Seng decided to continue illicitly and furthermore tries
to ruin the guild in the process.

The Purveyors of the Hunt later got the patronage of Zagan.


The organisation consists of Zagan, Yek’Seng, Su’tinn, a
score of Timaniém huntresses as well as various labourers
District Inhabitants and scribes.

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)

AIUSYR: A learned Variin acquaintance of YanWei, who


– now and then – provides guidance in esoteric matters.

ASHA: The daughter of Zagan and a vicious Ghulah.

DAIWU: A Je’ehl Ghurayb guard officer and personal


friend of Muawu and her brother YanWei.

FDULIEA: The Djinn consort of Zagan.

GARHASHA: A massive Talath who works as Samang’s


beastmaster and guard.

KANA’RA VORTHAXA: The leader of the hidden human


commune and reticent patron to the protagonists. He
remains elusive and is not intended to be encountered by
the characters in the scenario.

MUAWU: The Je’ehl owner of the Arijwani Tavern – sister


to YanWei.

NAEHI: An Oord delegate to the Princely Envoy of the


Warlord.

SADA: A wife of Kana’ra Vorthaxa.

SAMANG: An Oord impresario who stages rare and


exclusive beast performances in the Masque.

SU’TINN: A Ka’Alum friend and ally of Yek’Seng.

TAVEESH: Messenger for Kana’ra Vorthaxa.


Huntresses: A band of Timaniém that work for Yek’Seng –
specialised in the capture of exotic and dangerous animals.

YANWEI: A Je’ehl Ghurayb guild trader whose animal


stock was murdered.

YEK’SENG: A Ba’Waikh trader and the leader of the


Purveyors of the Hunt – capturing and selling exotic
creatures out of the Shaded Souq.

THE PRINCELY ENVOY: A lieutenant of a shadowy


Warlord, sent to Llyhn to acquire war beasts and the
Arboreal Nadhir. He commands two delegates and a
squadron of soldiers from a yacht at anchor off the Dhaarese
wharf. He is of an unknown species and intended to be an
obscure presence not directly confronted in the scenario.

THE WARLORD: A mysterious Warlord waging holy war


on faraway worlds and the secret bidder on the Arboreal
Nadhir. He is not present in Llyhn, and his existence is
only hinted at through various sources as being an ominous
behind-the-scenes power.

ZAGAN: The Djinn patron of Yek’Seng and Su’tinn, and


father of Asha.

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:

COMPASSION: The nascent commune needs capable


patrons and protectors, and the characters would be
Character backstory instrumental in supporting their cause.

GREED: The enclave leader has amassed a fortune and is


In addition to individual backstories, the following text endowing generous gifts on those who assist his burgeoning
summarises the characters’ collective background. empire.

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.

His interest in the protagonists is borne by their repute


as resourceful individuals with a knack for advancing the Knowledge & resources
interests of humanity – the perfect sort of people to help
him gain momentum for his growing empire.
Unless they have previously had dealings in or around
If the scenario is played as part of an ongoing campaign, Khameeliya, the characters are nominally familiar with the
and the characters are already in Khameeliya, or they district and its inhabitants, having recently moved there
have established patrons, the Arbiter may need to adjust incentivised by a member of the hidden commune.
elements of the scenario to fit.
The Arbiter can relay the first two paragraphs of the district
This could include making the characters presence in description to the players to give them an introduction to
Khameeliya part of an agreement between their current the district – see page 276 in the core rulebook.
patron and Kana’ra, weaving the incriminating ambush into
the ongoing story and perhaps changing the Arijwani tavern Should the characters have progressed to less than the
to accommodate already established haunts and so on. suggested point range for the scenario, the Arbiter can
allocate supplementary resources for them to utilise during
the scenario.

A way to conceivably implement this is for Kana’ra to


have granted them assets or other aid as an incentive to
join his cause.

If the characters have the recommended point totals,


no additional resources are made available to them at
the scenario start.

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

The characters discover they have been framed for a


bizarre crime against the Ghurayb guild at the gates of the
Khameeliya District.
Their new patron sends his wife to contact them as they
relax in a recommended watering hole called the Arijwani
tavern. She explains the situation about the slaughtered
exotic beasts at the gate.
Wealthy Khameeliya residents love acquiring exotic animals,
and several of those killed were earmarked for purchase by
some influential high-castes.

Knowing that they are innocent, the party must contend


with the widespread belief that they are the culprits as they
pursue vindication. The fallout of the unfounded attention
threatens not only their lives but also jeopardises the interests
of their new patron by imposing scrutiny on humanity and 1
their presence in the district.

Violence and robberies are rare in Khameeliya, and


scapegoating is a decidedly wise choice, but that the
perpetrators were able to disguise themselves as the
protagonists so convincingly is disturbing.

To avoid exposure, the real culprits unleash a terrible beast


to kill the characters before they can exonerate themselves.
This is done brazenly, serving the purpose of removing the
characters and sending a message to prospective allies of
the guild.
Location
The party later uncovers hints and rumours about the origin
of the attack, but little about the motives of the antagonists.
ARIJWANI TAVERN (1): The protagonists start out in
what is colloquially known as the “purple tavern”.

NPC’s The proprietor is a Je’ehl named Muawu, and the tavern is


called ‘purple’ as several Je’ehl city state cultures associate
purple with majesty, and it is commonly recognised that all
Muawu: The Je’ehl proprietor of the Arijwani Tavern. customers are treated like royalty in the tavern.

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.

So long as clients are not distinguishably low-caste or


casteless, the owner remains rather more open-minded (or
just slightly more enterprising) than the norm.

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.

The Arijwani Tavern


The entire stock
of animals –
worth a vast
fortune – was
and surrounding streets
massacred.

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.

If questioned, Muawu will tell the protagonists of a Ba’waikh


who tried to push her brother into letting him take over a
portion of his exotic beast business, claiming he had superior
hunters and assets that could vastly expand their enterprise.
YanWei rejected him, and Muawu is suspicious that this
Ba’waikh is behind the massacre.

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.

A large chain is attached to the crate door on the side,


designed to be pulled to release whatever beast is inside.

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.

However, such crates are commonly used to transport


animals and may not – in and of itself – cause suspicion
until pulled very close to the tavern entrance.

Should the characters confront the Harith’s outside,


the hirelings will continue to push the crate as close to
the tavern as possible.
They might be unable to quickly release the beast
directly into the tavern – seeking to ensure their own
safety as they escape. The Harith will engage the
characters if they block their way of positioning the
crate where instructed.

If one Harith is injured in a fight, the other may pull the


chain and break open the crate on the street to cause a
distraction and make their escape.

17
A BEAST UNLEASHED (ENCOUNTER)

The Urbat will rush into the room, killing everyone


around it. The creature will try to grapple its enemies,
shaking and violently tossing the bodies around the
room, knocking over tables and braziers, with the
distinct possibility of starting a fire. An Urbat does not
use sight for perception and is not hindered by light
conditions, obstacles or powers affecting vision.

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.

COMBAT CONDITIONS: Because of the closely


packed furniture, the fighting conditions count as
cramped, causing a -1 modifier and restricting the use
of weapons to size 3 or less. After 2D3 combat rounds,
enough patrons have fled the scene, and the Urbat has
smashed multiple tables and chairs in its scrambling
about to make combat conditions ordinary.

POTENTIAL PARTAKERS: The Civic Guard may hear


the commotion and come to investigate.

18
The ruined tavern

After the Urbat rampage, the protagonists will be given


whatever treatment and aid available from Muawu and
Sada, or if either of them died, the remaining and Arijwani
employees will aid them.

If Sada is alive, she will urge the characters to investigate


whoever is behind this, suspecting YanWei’s rival – the
previously mentioned Ba’Waikh trader.

At first, leads and information will seem impossible to dig


up, the only advice being to start talking to anybody who
buys exotic animals.

High-caste buyers, however, are not likely to speak to


humans, especially if these resemble the very ones accused
of the massacre at the gate.

Meanwhile, the Ghurayb guard will attempt to stop,


interrogate, or capture the protagonists. Such encounters
necessitate escape or avoidance if not outright killing guards. RUMOURS AND GOSSIP
If the characters are captured, the Arbiter will need to The characters can speak to commoners or low-castes
arrange opportunities for them to escape before being put such as stable grooms, animal handlers and the like
before a vigilante tribunal in the guild domicile. – with impartial susceptibility [7]. These can reveal
information about who is purchasing and keeping
While the characters remain free to explore and collect exotic animals in the district. Approaching high-castes
clues about the identity of their enemies, they learn that uninvited might cause offence, and such interaction
Kana’ra has gone underground to avoid apprehension at the has a susceptibility of [10] further modified by the
hands of the Ghurayb guild. applicable caste difference penalties found on page
220 of the core rulebook.
There are no details of his whereabouts or what the Ghurayb
guild has accused him of. The characters can hear of this • If engaging with vendors around the numerous
from Sada or another associated member of the commune, bazaars, the protagonists are told there have been
at the convenience of the Arbiter. reports of the capture and sale of animals too
dangerous to contain. The Ghurayb Guild claims
no responsibility. There was an incident recently
At the Arbiters discretion the Ghurayb guards – already where the residents had to slay some dreadful
on their way to speak with Muawu about recent events creature being transported by a small team of
related to her brother – will investigate the occurrence, Timaniém near the Masque. The Timaniém
push the large crate aside and arrive at the unsettling reportedly fled and escaped questioning.
spectacle. • If asking further questions about similar
occurrences, the name Samang may come up in
Muawu or the surviving members of her staff will hide conversation, especially if talking to entertainers
the characters from the Ghurayb Guard if that becomes near the Masque. The characters are told of the
an issue, slipping them out the back door or into the Oord brokering a deal involving a Mardkhora
cellar below. between a supplier and a gladiatorial arena in Daer
Bitaan.
Whether the protagonists are spotted by the guards or • There’s been a marked increase in the sale of
not, their presence at the tavern was known. With this exceptional slaves at the Feast of Flesh lately.
being on the heels of the ambush at the gate, it is one Some have said it is a Djinn living somewhere near
more occurrence to implicate them in the disturbing the Shaded Souq making the purchases, and at an
events. unprecedented rate.
• A delegation consisting of an Oord and a Qhu
escorted by soldiers in dark spiked armour have
been roaming Khameeliya, inquiring about
powerful and unusual creatures for sale in the
Shaded Souq. The delegates outbid everyone else,
which has piqued the interest of the public.

19
SScene
cene 2
2 ::
The ci r cus of
The circus of disaster
d i saste r
Scene synopsis

The perpetrators who slaughtered the exotic animals of the


Ghurayb Guild were previously contacted by Samang, an
Oord owner of a stage production in the Masque, who had
heard of their newly established exotic animal trade.

The impresario wished to use a particularly dangerous


otherworldly beast in a kind of circus performance, to awe
his audiences and play a game of one-upmanship with his 1
competition at the Masque Theatre.

This event starts out with the protagonists hearing about


Samang’s upcoming dangerous spectacle, just before it goes
on stage in the Masque.
It is rumoured in the street that some mysterious and
incredibly dangerous beast will be showcased as a triumph
of animal training.

If the protagonists witness the show, they will find themselves


in the middle of bloody carnage.
Otherwise, they hear of the catastrophe caused by the
reckless spectacle involving a fearsome Aigioma from
rumour-mongers, gossipers and chatter-brokers.

Either way, this leads the protagonists to the impresario,


who is severely wounded when encountered – having barely
survived the onslaught of the beast when it broke free of its
chains. Samang believed the creature was containable, even
trainable.
Location
After being proven so dreadfully wrong, he decides to
blame the Purveyors of the Hunt – who sold him the beast
– for misrepresenting the extent of the danger. Therefore, THE MASQUE (1): A renowned amphitheatre located
he willingly describes the one who sold him the monster, a near the centre of Khameeliya, is a considerable attraction
Ba’waikh who operates out of the Shaded Souq. to Llyhn residents, as well as drawing spectators from other
worlds.

Most of the entertainment is theatrical plays, performed


NPC’s on the stage with surrounding tiered stands providing a
magnificent view.

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 impresario – Samang himself – has become known


for shows featuring exotic animals in Khameeliya – notably
showcasing some species never sold by the Ghurayb Guild.

The performance is set to premiere during twilight on the


day the characters hear about it.

Assuming that the characters’ curiosity is piqued, this leads


to the CIRCUS OF DISASTER event. Otherwise, they will
hear about the disaster at the Masque after it unfolds but
The impresario can still learn about those involved and who they might
benefit from talking to.

The eccentric Oord impresario Samang wants to edify,


entertain and amass wealth. His personal interest in bringing
knowledge of the myriad creatures of the Cosmos to Llyhn
is the basis for most of his acts.

His venue slot in the Masque tends to stand out among


the regular plays, and musical performances from the other
impresarios as his theatrics include displaying exotic beasts
with their tamers and trainers.

For Samang, entertaining means dangerous, especially


when bringing his most prized and dangerous creatures to
the gladiators in the arenas of the Eternal City, which he
occasionally does. But his obsession with one-upmanship
over the other “boring” impresarios and showmen of the
Masque will be his undoing.

Samang recently found a new provider in Yek’Seng, who


promised him much lower prices than the competitors and
had no qualms about appropriating ruthlessly dangerous
animals.

Samang began working with Yek’Seng, occasionally advising


the Ba’waikh’s team of Timaniém on Voidfaring to help
carry out missions bringing back the most bizarre and
“entertaining” creatures from faraway worlds.

The announced performance

Eventually, the characters will learn about an upcoming act


at the Masque amphitheatre featuring a strange, dangerous
beast.

The information can be conveyed by either Sada, Muawu or


someone else as the Arbiter wishes.

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

Read or summarize the following: “The Aigioma, almost


The amphitheatre 7 cubits tall, is released from its huge cage and lumbers
menacingly out into the courtyard, slowly at first, its
tentacle-like appendages feeling erratically about the open
If and when the protagonists decide to visit The Masque air.
to see Samang’s show, they will see his two Oord beast The stage flooring creaks and cracks under its massive
handlers supported by two Talath guards and Garhasha on forward claws as it rears its chitinous horned head and emits
the stage. a thunderous roar, sending tremors of terrified anticipation
through the spectators.“
Amongst the crowds there are ten guards of The Ghurayb
Guild – as is always the case when exotic animals are used The Oord beast handlers are Mystics with telepathic
in an act. abilities – cousins of Samang in fact – that were able to
make the Aigioma obey and remain somewhat subdued in a
When the show commences, Samang will announce loudly controlled environment.
from atop his high platform: “Ladies and gentlemen of all
species, today you witness the triumph of civilisation over However, they were either unaware of its powerful
the savagery, chaos and danger of the Cosmos. pheromones that can cause delirium or believed they had
Today we demonstrate to you how the raw power of nature already managed to withstand it. Unfortunately for them,
and its beasts can be harnessed! Witness the first Aigioma they were overconfident and mistaken.
trained for entertainment and not war!”
When the beast emerges, the clamour and excited tumult of
the large crowd immediately fuels its aggressive nature, and
it releases a powerful burst of pheromones.

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.

The beast is clearly confused and agitated by the surrounding


crowd and waves of unknown scents overwhelming its
senses.
The monster swings its head around and lunges itself at the
closest living things – the two Oords Mystics standing near,
recuperating from the pheromones and futilely trying to
regain control using their Mystic powers. THE GREAT SAMANG’S MISTAKE (ENCOUNTER)

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

The Masque stage


out on the stage.

Topvi ew
PRIMARY ADVERSARY: An Aigioma

LOCATION: The stage of the Masque

ENVIRONMENT: The stage is an open space


surrounded by a low wall. Two trapdoors used in
theatrical plays are placed around the stage, and a few
props for the act lie ready on the stage border. The
1 gates leading into the backstage areas are barred, and
the tall pedestal-like platform Samang stood on is now
empty. The ornate cage holding Samang is smashed
and littering the stage floor beneath the pedestal.
The surrounding stands and aisles are full of fleeing
2 2 spectators.

COMBAT CONDITIONS: If the characters are caught


by the panicked mob in the stands, there is a risk that
they will get trampled – opposed Strength Roll [7]
3 or suffer D6 damage. The stage floor is obstructed
only by the pedestal and smashed cage. The two stage
trapdoors leading into tunnels to the offstage area can
be thrown open and used for escape.
4 4
POTENTIAL PARTAKERS: The Ghurayb Guild guards
are initially standing by – hesitant to engage – while the
1. The pedestal two Talath guards and the beastmaster Garhasha are
2. Stage trapdoor desperately trying to get Samang out of his cage and
3. Aigioma cage keeping the rampant Aigioma at bay.
4. Stage doors
5. Trapdoor corridor Eventually, the Ghurayb guards, as well as multiple
spectators, decide to jump onto the stage to stop the
beast, causing the Aigioma to truly commit to battle.

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.

However, they will let them go temporarily if the characters Garhasha


can convince them that the actual perpetrators are likely the
Purveyors of the Hunt and that they intend to track down
and neutralise the faction. Garhasha the Talath beastmaster – if still alive – will be
enraged that Samang allowed his livelihood to be destroyed
The Ghurayb guards are inclined to be suspicious [10] by such an ill-advised show of stupidity.
towards the characters, but with supporting explanations
from either Samang or Garhasha, they will revert to He knows of Yek’Seng and his Timaniém Huntresses and
impartial [7] and be easier to persuade. could not have cared less where Samang obtained the
dangerous beasts he trained.
One of the Ghurayb Guild guards is a Je’ehl named Daiwu.
He is highly respected by his peers for his skill in combat, He was apprehensive when expected to “train” an Aigioma.
but his compatriots worry he is too hot-headed and hard- Samang explained to him that he was relying on his Oord
line at times, especially regarding perceived affronts to his Mystics to control the monster, so in this case Garhasha’s
honour or the repute of the guild. job was more protection and neutralising any threat rather
than realistically training such a creature.
Daiwu will argue against the idea that the protagonists be
allowed to take matters into their own hands, especially Now that the inevitable disaster that Garhasha predicted has
since several of them, if not all of them, are among the happened he has a very dim view of the Purveyors of the
accused. However, his protests are silenced by the attending Hunt as well as of his employer.
officer of the guild guard.
The Talath beastmaster does not outright offer his services
This course of action is not only a way for the characters to after the debacle, distracted and angry as he is. Still, he is
exonerate themselves if they can prove they were framed hireable and willing to accompany the protagonists if they
but also a way to appease the guild. provide the right price or other deal.

Given how disgusted he is with Samang and Yek’Seng’s


faction, he would not mind slicing open the Ba’waikh for
Samang’s explanations free, if he were standing near.

Otherwise, his next move is to join the Ghurayb Guild, as


Assuming Samang got away from the Aigioma or somehow his experience with exotic animals in addition to his prowess
survived the disaster inside his cage, the protagonists may would be a valuable asset to them.
question him. He is severely shaken and the realisation of
the death of his cousins further devastates him.

Samang tells the protagonists that Yek’Seng is a Ba’waikh Garhasha


who leads a group of Timaniém huntresses called the
Purveyors of the Hunt.

Yek’Seng was spurned by the Ghurayb Guild, rejected from


membership, and subsequently sought to overtake their
business by undermining their prices, or by finding ways of
poaching notable catches of the established animal trade.

Samang sought to purchase the Aigioma at the Shaded


Souq after the Ghurayb Guild laughed at his “absurdly
dangerous” idea.

The Purveyors agreed to find and capture such a beast for


his show, and Samang advised Yek’Seng and his huntresses
about where and how they might catch such a creature
using his Voidfaring experience.

25
Scene
cene 33 ::
Hunt ers or
or hunted
hunted??
S
H unters

Scene synopsis NPC’s

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.

This seems in the best interest of the characters, as they


must exonerate themselves of their alleged crimes or risk
being “brought to justice” by the guild.

The information gained from Samang after the disaster at


the Masque reveals that the rivals to the Ghurayb Guild,
operate secretly from within the Shaded Souq. Yek’Seng,
the Ba’waikh organizer of the group, happens to be away
from the city on a hunting mission at this time.

During their investigations, the protagonists will meet a


member of the delegation of an affluent otherworldly
warlord bidding on one of the rarest and most prized
creatures appropriated by the Purveyors. 1
The delegate is actually probing for knowledge about
competitive bidders, one of which is Kana’ra Vorthaxa – a
fact that the characters are not aware of. This information
becomes more critical in subsequent events of this scenario.

Either by their own efforts or with the assistance of an Im’zu


guide, the protagonists eventually meet a representative of
the Purveyors of the Hunt – a Ka’Alum named Su’tinn.

The ardent and distrustful Daiwu has followed the characters


and does not care if the humans get a chance to exonerate
themselves or not. He just wants everybody involved
(allegedly or not) dead, so if the characters fail, he is ready
to take matters into his own hands.
Location

THE SHADED SOUQ (1): The Souq is a veritable maze


of walkways, bridges and platforms overhanging the narrow
byways, obscuring the activities of mongers who sell
everything imaginable.

If the characters have the desire and know where to look,


they can undoubtedly find black market items and other
offerings of an obscure or macabre nature.

26
ARBITER’S NOTE Perusing the souq

The Purveyors of the Hunt assumed that newly


arrived humans in the district would make convenient Following Samangs information and clues about the
scapegoats. whereabouts of the Purveyors of the Hunt’s seat of
operations, the protagonists find their way to the Shaded
However, the characters’ escape from the attack at Souq located in Asru Square, a large central plaza of
the Arijwani Tavern and their subsequent arrival at the Khameeliya.
Shaded Souq flouted that notion.
Streetwise, socialise, intrigue and the Commerce skill can
Zagan is the benefactor of the Purveyor Huntresses, greatly benefit characters here.
their true leader – regardless of how important
Yek’Seng considers himself to be. As the characters enter the shadows beneath the arched
Despite Su’tinn and Yek’Seng believing that releasing bridges and platforms hanging over the streets of the Shaded
the Urbat in the tavern would solve and tie up any Souq, they are faced with the task of figuring out who might
loose ends, Zagan – in his wariness – anticipated the lead them in the right direction.
possibility of the humans’ survival and eventual arrival
in the Souq and planned accordingly. Many souqs and bazaars in Llyhn have guides whose services
can be purchased when looking for specific vendors or
He put the matter into Su’tinn’s hands and instructed wares.
him to lure any inquisitive humans found in the Souq
to his tower. Albeit the Purveyors of the hunt seek to keep their operations
His plan is to placate the characters with false promises confidential, and the ordinary guides are unaware of their
of exoneration and lucrative offers and then deal with existence, the characters can come across two sources of
them in his own time and way – more specifically, information: Naehi and Yaat.
feeding them to his Ghulah daughter.

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

At some point, as the characters roam about the Shaded


Souq, an Oord – dressed in outlandish finery – approaches
them and bluntly asks if they know of Kana’ra Vorthaxa.

He then introduces himself and tells them that rumour has


it that a henchman of Vorthaxa has put in a substantial bid
on a unique creature currently held by the Purveyors of the
Hunt and that they – as humans – might know something
about it.

The Oord called Naehi is a delegate for the Warlord’s


envoy – although he naturally does not reveal this to the
characters. Being part of the Warlord’s delegation and
therefore briefed by the spies in place across Llyhn, he
knows far more than he lets on.

That someone brazenly confronts the characters Yaat’s devious dealings


with this knowledge could be disconcerting and raise
questions from them as very few know of Kana’ra’s
heritage and association with humankind. An Im’zu named Yaat touting her services as a guide in the
souq approaches those looking indecisive or lost.
The Warlord’s spy network has infiltrated much of
Llyhn, and the rarity of humans in Khameeliya combined The protagonists certainly fit this description, so she
with the fact that the perpetrators of the earlier attack approaches them. She knows which peddlers and parlours
were disguised as humans make the characters easily sell what and where, and for a small price she can lead a
noticeable. seeker through the convoluted streets to their desired type
of shop.
The delegates are prompted by the Princely Envoy
following the Warlord’s orders to obtain the creature. However, she sometimes leads seekers to other places than
they desire or indeed directly to specific locations, if spurred
As such, Naehi approaches the characters to learn on by payment or threats.
as much about the competitors and their means as
possible. He is reasonably certain the protagonists will In this case, Yaat was directly instructed by Su’tinn, to
know something of the human commune’s bid for the lure any humans even remotely matching the characters’
creature – albeit they do not. description directly to him. With haste, if they are looking
for exotic animal traders.
The small creature up for auction is called an Arboreal
Nadhir, and is currently in the possession of Zagan - a
Djinn - who keeps it in a cage in his tower.

To entice the characters to talk, Naehi volunteers that


Yek’Seng is the name of the Ba’waikh who auctions off the
rare creature.

The Oord explains that he is willing to pay for information


about other bidders and that – so far – he has come up with
nothing. He lies and claims that the creature is unidentified,
although that is true for any who are not a part of the
auction.

All he claims to know is that it is a strange and reputedly


innocuous creature, rumoured to retain vast latent potency
accessible by a blood ritual in which the creature is consumed
alive. He seems disappointed when the characters know
nothing of it, and quickly leaves them alone.

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.

Su’tinn is acting under strict orders from Zagan, who –


albeit he would rather have the humans be disposed of in
his tower as a multi-course meal for his Ghulah daughter –
has allowed the Ka’Alum to use deadly force if threatened.

Su’tinn is a large specimen of Ka’Alum wearing a draped


scarf of violet hue hiding hardened leather armour and
carrying an ornate staff. His beak is decorated with an
adornment made from a blueish metal.

Regardless of where he goes, he is always furtively


accompanied by five Timaniém Huntresses hanging back in
the crowds to remain unnoticed.

Irrespective of how and where the characters


initially meet Su’tinn, the Ka’Alum introduces
himself as the lead broker for the Purveyors of the
Hunt:

“Ah, humans, you are known to us, allied as you are


with Kana’ra Vorthaxa. Your patron is in hiding,
and your friend Muawu of the Arijwani Tavern
found that her loyalty to YanWei was ill-advised,
no matter the relationship. YanWei is as arrogant a
Je’ehl as one would expect, but to be an ally of Vorthaxa?
We didn’t anticipate that. However, the Purveyors do not If they wish to think about a meeting and go to the tower
play favourites, so our impersonation of you was nothing at a later time Su’tinn warns that the Ghurayb Guild needs
personal. We didn’t know of their alliance with the humans, their scapegoats to be held accountable.
so perhaps you’ll forgive our poor choice. We wish only He also points out – quite rightly – that the charges against
to be recognised by the Ghurayb Guild; a gesture flatly them have not been lifted and that time is of the essence.
rejected by YanWei. This is a matter most unfortunate for
all of us. Still, it is not one without a remedy. If you’ll Whether the characters accept the invitation or attack
hear out our benefactor, Zagan, I am certain we may find a Su’tinn determines the elements of what happens next. If
mutually beneficial resolution to this problem. Please come they decide to attack, act threateningly or outright refuse
with me to Zagan’s tower where we may speak privately”. to cooperate with Su’tinn, he will retreat and signal the
Timaniém Huntresses to dispatch them without further ado.
If the protagonists let him finish his proposal, he will give If they decide to follow him, he will lead them to Zagan’s
them ample time to respond, and even answer a few tower.
questions.

30
ATTACKING SU’TINN (ENCOUNTER)

In case any of the preconditions for using violence


are met, Su’tinn will seek to withdraw and signal the
Timaniém to attack. Two huntresses emerge from the
crowd directly behind the Ka’Alum as soon as he bolts.
At the same time, three positioned on surrounding
gangways quickly move to intervene. Any character
charging Su’tinn will immediately be the target of a
nearby Timaniém firing an arrow.

PRIMARY ADVERSARIES: The Timaniém Huntresses.

SECONDARY ADVERSARY: Su’tinn, if cornered.

LOCATION: The Shaded Souq.

ENVIRONMENT: Gangways within the Shaded Souq


(see map). The gangways are crisscrossing at various
levels and combatants can jump down from one to
another but risk falling damage [see jumping page
125]. The height difference between walkways is 6
metres.

COMBAT CONDITIONS: The rather narrow and


crowded gangways and bridges around the Souq make
ranged combat problematic – unless one is willing
to fire into a crowd [-3 to hit / rolls of 2-3 strikes a
bystander] – making close melee preferable.

Cover may be found behind hawker’s tables, and


mobile stalls and the confusion of panicked people
can cause cramped conditions [-1 to hit]. Wayside
entertainers and snake charmers with Beakboas impede
the movements of combatants as they cannot move out
of the way with any haste.

POTENTIAL PARTAKERS: The Arbiter makes a


D12 roll every combat round to determine if anyone
intervenes. Roll:
1 = D3 bystanders draw weapons and engage with the
nearest combatants.
2 = A Beakboa of a nearby snake charmer gets agitated
and strikes out at the nearest combatant.
3-4 = Bystanders shove the closest combatant away
(make AGI roll [7] or get knocked down).
5 = Souq constables notice the commotion and start
closing in.
6+ No one intervenes.
In case the Timaniém get the upper hand Daiwu will
intercede and attack them and Su’tinn with his troupe
of Ghurayb Guild guards.
Su’tinn meets the characters here.

Two Timaniém are hiding in the crowds


under the overhanging gangway, another
two with bows are located on the gangway
and a last one is hiding on the gangway plaza
behind them.

31
The guild stalker

Daiwu, an influential but not high-ranking Je’ehl member of


the Ghurayb Guild guards, secretly follows the characters
into the Souq to unearth the guild’s covert rival. He is
hoping that the characters will attack the rival faction and
eliminate the threat for him.

He has gathered and brought a troupe of loyal guardsmen


to get rid of any Purveyors before they have the chance to
leave the Shaded Souq, should the characters fail. DAIWU’S VIGILANTES (ENCOUNTER)

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

Regardless of whether they are led there by Su’tinn, or


find their own way through their investigative efforts, the
protagonists eventually arrive at the gates of Zagan’s Tower.

Unless the protagonists have attacked Su’tinn earlier, he will


either lead them to the tower or greet them there and invite
them inside to speak with Zagan who is expecting them.

Su’tinn explains that Zagan wishes to express his apologies


for their being “unintended victims” over the attacks and
that he wishes to offer a solution for everyone to avoid a
factional war.
1
If the characters have fought Su’tinn earlier and find the
tower on their own, they will find the gate open and Zagan
waiting for them in the garden.

NPC’s

Zagan: The Djinn patron of the Purveoyrs of the Hunt.

Asha: The illegitimate daughter of Zagan and a Ghulah.

Su’tinn: The Ka’Alum Purveyors of the Hunt trader.


Location
ARBITER’S NOTE
THE TOWER OF ZAGAN (1): While the various rooms in
Three Timaniém huntresses are positioned in the the tower are described below, a variety of odd trinkets and
garden while one remains in the quarters high in the useful items can be found here and there.
tower – the rest are either with Su’tinn or away on a
hunt with Yek’Seng. If any room is searched the Arbiter can pick items from the
following list as findings in addition to room-specific items:
If Daiwu managed to follow their progress to the tower, Fine chain, fine cloth, cosmetics, incense, bronze mirror,
he would leave the area once they enter and return sheesha and smoking herbs, vials, various fine clothes items,
with a larger contingent of Ghurayb Guild guards. herbal ointment, poppy juice, stone tablets and styluses,
wine bottles and barast glands.

34
Entering the tower

Read or paraphrase: “An imposing windowless tower


covered in myriad coloured stones is surrounded by a tall
wall of almost shimmering pale rock.

A lush garden of exotic plants can be seen over the wall’s


top, and various animal noises can be heard from inside.
A large gate of a faintly green metal seems to be the only
way in.”

Inside the walls, a small but overgrown garden with a path


leads up a small hill towards the tower.
It is evident that whatever animals made the noise are
obscured from view and located in a separate garden behind OBSERVATIONS IN THE GARDEN
another wall with a small door. A beautiful columned hall
extending into the garden acts as the entryway into the Three Timaniém huntresses are hiding amongst the
tower. trees and bushes. Spotting them is challenging [10].

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.

From the hallway, two ornate staircases lead up to a sizeable


OBSERVATIONS IN THE HALLWAY landing overlooking the entrance. The landing has doors to
two rooms and a central stairway leading further up into the
One of the trophies is the head of an Anqa bird – tower. One room is the boudoir of Asha – Zagan’s Ghulah
native to Mount Qaf, the homeworld of the Djann. daughter – the other is Zagan’s own bedroom.

The aviary holds several dawningales, famed across the


Cosmos for their delightful and enthralling song. Sought
by princes and aristocrats as a coveted trophy, one such
bird is worth several hundred Dhin to the right buyer.

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.

If the characters are led in by


Su’tinn, the imposing silhouette
of the waiting Zagan is visible
through the drapes.

Zagan musters all his otherworldly


charm and allure to placate the
characters as he intends to lull
them into a false sense of security
and then capture them for his
daughter.

He bids them a hearty welcome.


A rather large bowl containing a
dark purple liquid stands on the
table. It holds an assortment of
small live larvae.
Zagan offers them refreshments
Zagan
from the table and grabs a larva,
delicately slips it into his mouth and
eats it as it wriggles. “A delightful
Landriguese delicacy” he states.

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.

He will mention his consort – Fduliea – but say that she is


something of a recluse and does not enjoy the company of
others as he does.

If asked, he will reveal how he and his beautiful daughter


Asha had taken on the guise of two of the characters, leading
the attack on the rival beast traders. Conceit shines through
as he proudly explains his subterfuge and shapeshifting
abilities. However, he shrewdly does not mention that Asha
is a Ghulah.

ARBITER’S NOTE

If the protagonists hired or otherwise brought Garhasha


along, he is preoccupied and fidgety during any
extensive conversation, wishing either to hastily leave
or kill Zagan.

His presence can be used to instigate a dramatic


exchange where the characters have to act as mediators
or face a stand-off between the two.

During the conversation Zagan will privately weigh his


Asha
options to decide precisely when to dispose of the human
interlopers. Depending on whether they have any useful
knowledge, he will spare them for the moment – and if not,
he will soon lead them to a deadly meeting with his Ghulah
daughter. This hinges mainly on what the characters say,
and how much enthusiasm they show about his venture. As
such, Zagan may even opt to let the characters leave, with
a promise that they return at some point to finalise their ASHA MAKES AN APPEARANCE
agreement. (ARBITRARY EVENT)

At the Arbiter’s discretion, Zagan might introduce the


characters to his daughter – in the guise of a striking
OBSERVATION woman – during the conversation.

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)

When the characters come upon the Nadhir in its cage,


it is actually the shapeshifted Fduliea, unable to speak
or escape. Zagan notices and comments on its peculiar
behaviour but is unaware of the duplicity.

One day, before the protagonists arrived at the tower,


Fduliea went alone into the collection room where
Zagan kept the Nadhir and was entranced by its
influential aura.
She touched it, and absorbing its toxin, gasped as
she felt her mystical powers draining from her body.
Clutching her hand, she turned as she heard Zagan
approaching on the stairs.

Panicked and wishing to avoid discovery tampering with


his most prized creature, she quickly opened its cage,
let the creature loose, shapeshifted to assume its form,
and locked herself in the cage before the transformation
was complete.
Zagan walked into the room, perused his animals after
hearing a noise, then left without discovering anything
amiss.

Fduliea’s decision was folly, as her powers of


shapeshifting were impeded for several days due to the
Void suppressing toxin of the Nadhir.

The Nadhir itself ran out the door, undetected until it


reached the Ghulah’s room.
Asha heard a scratching at her door, then grabbed the
creature when investigating the noise and ate it, with no
effect other than indigestion – a fact unbeknownst to
anyone, including Zagan.

39
5
5

4 2

4 1
3
6
5

1. Arboreal Nadhir cage


2. Wailing Vulture aviary
3. Horncrow aviary
4. Occupied pens
5. Empty pens
6. Glass cases

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.

It is a small, nocturnal, scaly mammal that resembles an


anteater, with hardened, overlapping plate-like keratin
scales covering its skin.
It is less than a cubit in length and height and looks like a
pinecone with short legs and claws. The creature stands up
when seen, taking an inquisitive bipedal stance, sniffing the
air and – at the sight of the characters – begins to scratch
desperately at its cage.

Zagan will comment that this is not typical behaviour of the


Nadhir and perhaps the characters have upset it.

However, always willing to expound on his knowledge, he


will continue and relates that Nadhirs have an enhanced
sense of smell, and their tongues are incredibly long, perfect
features for a diet that consists mainly of small insects.

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.

Several trees provide shade for the caged creatures lurking


behind sturdy metal bars and stout wooden palisades.

The creatures are penned in different ways, depending on


what suits that particular species. Zagan will enthusiastically
show them off to the characters, describing each in detail.

3 The Arbiter can provide 2-3 facts about each as described


in the species section of the core rulebook or the scenario
1 bestiary. At least one of these facts should pertain to how
the creature acts when fighting as this is one of Zagan’s core
5 passions.

2 This lecture reveals valuable information


to the characters – to come in handy
4 6 later if the characters have to fight
any of them.

THE MENAGERIE STOCKS

1. Three Adaru are held in a metal cage, pacing back


and forth.
2. A Barast is held captive in a hole with a metal grill
cover.
3. A Mardkhora is kept inside a large reinforced crate
with only a small metal grill for viewing.
4. Two Muqais are held shackled to a large metal ring
in the wall.
5. A sloq is kept in a low, shaded cage preventing it
from rising to its full height.
6. Two Sorqs are anxiously skipping about in a small
enclosure.

41
Tempers flare ATTACKING ZAGAN (ENCOUNTER)

Should the characters decide to attack Zagan, he


Should the characters decide to assault as Zagan is acting is caught unawares at their audacity, enabling the
the congenial host, he is caught unawares at their audacity, characters to easily surprise him.
enabling the characters to easily surprise him.
If Zagan is “hurt” – having lost more than ½ of his
Characters showing any signs of aggression towards Zagan Health – he will call to Asha and Fduliea continuously
find his temper quickly flaring and his retorts turning to each combat round. While Fduliea will not appear
threats rapidly. – due to her shapeshifted state – Asha will hear her
Three perceived provocations is all he can manage to father’s cries on a roll of 10+ and come to his aid.
swallow before he acts violently from the indignation.
A string from the audience chamber connected to bells
Any outright refusal to collaborate and attempt to leave in the Timaniém quarters can be used to alert the single
will result in Zagan calling Asha and then attacking the remaining huntress and have her come running.
characters.
In case Zagan becomes “injured” – having lost more
than ¾ of his Health – he will flee using his aerial
capabilities as well as his powers of invisibility.

PRIMARY ADVERSARY: Zagan

SECONDARY ADVERSARY: Su’tinn and/or Asha if


any of them are in the room.

LOCATION: Likely the audience chamber or


collection room, although the fight may proceed into
other areas of the tower.

ENVIRONMENT: The light is dim in the tower, and


the eerie glow from the stones causes odd shadows
and plays tricks with the eyes. Elevated areas in the
rooms, as well as staircases and furniture, may block
and impede movement. It is possible to jump into the
outdoors menagerie from the balcony – a height of 4
metres.

COMBAT CONDITIONS: The peculiar illumination


induce a -1 modifier to all combatants relying on vision
as their primary sense.
Fleeing the tower
If the fight moves to other areas of the tower, the
combat conditions will change as the Arbiter sees fit.
Should the characters decide to flee, Zagan will try to stop Fighting on staircases offers higher ground in melee
them before they leave the tower grounds, calling on his combat (+1 modifier to attacks). Some hallways are
Timaniém huntresses hiding in the garden to block their narrow enough to cause a -1 penalty for cramped
path. conditions.

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.

Should the characters manage to get outside the gate and


walls, the huntresses will not follow them – as they are
under orders not to attract public attention near the
tower.

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.

A luxurious basin for washing stand in front


of a highly polished bronze mirror hanging
on the wall.
An upholstered bench, wardrobe, and
several chests hold his flamboyant and
expensive robes and other personal 2 4
belongings.
Several unusual plants stand in pots about
the room, and a desk is covered in tablets
and papyrus.
1
Zagan is wealthy and likes to display his
riches where he lives. Hence, the room holds a
multitude of valuable items such as ornamental
daggers, jewellery, loose gemstones and decorative
animal figurines. 3
If nicked, each item is easily worth up to 300 Dhins
but would be offloaded at significantly less in the Llyhn
underworld.

THE VORACIOUS GHULAH


(ARBITRARY ENCOUNTER)

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.

Lastly, half of the fifth floor belongs to Zagan’s consort


Fduliea. She is a Djinn recluse, preferring to stay in her 3
room reading when not in the company of Zagan.
3
She has a distaste for Zagan’s roguish racketeering,
thinking it beneath their kind. Still, she is inferior to him
and fearful of his ire, should she question the wisdom
of his activities.
3
Fduliea is infatuated with learning about exotic
animals; an interest Zagan shares. She is not the
mother of Asha and actually despises the Ghulah.
She greatly resents Zagan for keeping his daughter
around. So she keeps to herself to avoid stumbling
upon the girl she believes to be an abomination.
4
Her room mirrors the infatuation with exotic animals 3
and contains several cages and aviaries.

Bookshelves hold myriad works about creatures large


and small while a worktable is covered with her papyrus
drawings of the species found around the room as well as
notes about their behaviour.

Several loungers, plants and cushions give the room


a salon feel. A large central dining table is clearly
used for studies and her incessant work with
animals.

44
Scene
cene 55 ::
Fduli ea ’’ss surprise
surpr ise
S
Fduliea

Scene synopsis NPC’s

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.

These revelations would likely rile the Ghurayb Guild into


a full offensive, motivating Yek’Seng to initiate a relentless
pursuit of the protagonists before they have a chance to
expose anything.

Meanwhile – behind the scenes – the Warlord’s envoy wins


the bidding war with his considerable resources and sends
his delegates to the Shaded Souq to claim the prize, the
Arboreal Nadhir.

If the creature was stolen by the characters and brought to


the guild it has grave implications for Yek’Seng and Zagan’s
future as the envoy is determined to get his hands on the
creature for his master.

If the characters did not take the creature, Su’tinn or


another involved member betrays his patron by stealing it
himself and running away after the protagonists escape the
tower.
He assumes their venture is exposed and hopes that by
bringing the creature to the established guild, he will be
forgiven for his involvement with the Purveyors and allowed
to sell the creature.

Regardless of who takes the creature to the Ghurayb Guild,


a surprise awaits them all…

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.

GOING TO THE GUILD: They may seek out the Ghurayb


Guild members, revealing that the Purveyor’s patron is a
shapeshifting family of Djann, which explains the attackers’
ability to masquerade as the humans.

This information confirms that they are undermining not


only the prices of the guild but the reputation of animal
traders in all of Khameeliya.

BACK TO THE TAVERN: Go back to the Arijwani Tavern


or wherever Muawu can be found – if she is still alive.
The protagonists would likely seek her out because she
1 believed the humans innocent, is a friend of the human
commune and has influence over her brother, YanWei.
She will take them to YanWei herself to report on what they
have found.

FIND KANA’RA: Not wishing to take their chances with


the Ghurayb Guild’s good graces - especially if Muawu was
killed in the first event at the tavern - the protagonists try to
Locations seek out Kana’ra Vorthaxa.
If they have the Nadhir in their possession after escaping
the tower, perhaps they aim to help the human commune
THE GHURAYB GUILD DOMICILE (1): This grand benefit from its sale or use it in trade for protection as they
building is the beating heart of the guild and a tangible present their case for exoneration of their alleged crimes.
symbol of their power and affluence.

Located adjacent to a major city gate, the guild domicile is


almost aglow with the pastel colours of the fossilised coral
it is built from. Three main wings connect into one massive
tiered structure dominated by a large central mosaicked
dome holding the guildhall.

The ground floor and cellars are veritable mazes of remarkable


stables, pens and cages constructed to accommodate the
variety of animals and creatures brought in by the guild
hunters and catchers.

The upper floors contain auction halls, offices and


accommodation for clients and staff while the top storeys,
pavilions and recreational areas are reserved for guild
members and their key staff.

THE DREAMING GOMOR (2): The renowned tea house


is located on a small peninsula in the Margidda river. The
full description can be found in the core rulebook page 280.

The Ghurayb gui ld domi ci le

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.

YanWei can be found inside the guild domicile, heavily


guarded by armed sentries, there to protect the exotic
animals and the guild members.

The guild council is not present in the audience chamber as


the characters are led before YanWei.

47
Revelations

YanWei’s eyes widen with a sharp intake of breath, and he


nervously says: “You should not have brought that here.
That creature, if it is indeed the one Yek’Seng stupidly
auctioned under the auspices of the Shaded Souq, is very
dangerous to possess. This is a creature the guild pledged to
never bring into this city, lest we invite the attention of one
who truly desires its flesh”.

If Su’tinn is the one who brought the creature to the guild,


he will – quite lamely – mutter “too late”.
In response, he is swiftly and coldly cut down at YanWei’s
order, his body callously dragged away.

YanWei will not be cross with the protagonists for snatching


– and potentially bringing – the creature as they obviously
did so not knowing any better.

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)

Reverted back to her own form, Fduliea desperately


attempts to escape by any means possible and attacks
anyone getting in her way. Her powers are still limited
because of the Nadhir toxins, but her Daimonic aura
and ability to possess others have returned.
ARBITER’S NOTE
If she becomes cornered, she will attempt to possess
anyone failing their Fear roll [6]. Entering the person’s See Scene 4, The House of Zagan, “The Strange Plight
body, she will strive to escape once she has established of Fduliea” to understand how the Djinn ended up in
control over the possessed individual [see Djinn the cage in the form of the Arboreal Nadhir.
possession, page 358].

Should Fduliea be unable to gain control of the victim,


she will rematerialize in her own form, possibly even
more desperate than before. This occurrence is likely to cause disastrous consequences
for the protagonists as their exoneration has not been
PRIMARY ADVERSARY: Fduliea. officially proclaimed to the guild by YanWei.

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

If YanWei disappears and the characters are caught by


the Guild guards or voluntarily opt to stand before the
guild seniors’ tribunal to clear their names they would
have to convince three out of five guild members of
their innocence.

The players are free to choose any applicable skill and


associated Trait in their attempts to persuade the guild
members.

One successful roll is required for each member, and


the Arbiter is advised to reward compelling arguments
with bonus modifiers.

Two guild members have an adverse [13] susceptibility,


two others are suspicious [10] while the last is impartial
[7]. If the characters can get Aiusyr to testify, they
receive a +3 modifier to their attempts. For each
persuaded member they get a +1 modifier to convince
the remaining.

If the exoneration is not unanimous, some senior guild


members still question their account, suspecting foul
play from already alleged delinquents. This will sow
mistrust and dissent within the guild, further confusing
the entire situation.

Keeping secrets

Should the characters decide not to reveal that they have


the Nadhir, they will discover its true nature soon enough.
Because of their secrecy, they cannot rely on outside help
or advice when dealing with the ensuing danger of the
reverted Djinn. FDULIEA’S ESCAPE (ENCOUNTER)

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.

While the protagonists are otherwise engaged, the envoy


goes to Zagan’s tower with his soldiers to reclaim his
payment and ruin the offending Zagan and his Purveyors
of the Hunt.

The tower is partially shattered and scorched, with looters


quickly scouring the rubble after the assailants left. The
2
exotic and dangerous creatures kept in the menagerie
escape in the tumult and the surrounding area is soon in
bloody chaos because of the unfettered beasts.

The protagonists may get involved with the guild guards in


containing the onslaught of the escaped creatures running
amok or in Kana’ra’s efforts to keep his mansion safe from
the rampaging beasts.
1
Zagan and Yek’Seng escape the clutches of the envoy and
seek revenge on the protagonists before fleeing the district.

NPC’s

Taveesh: The characters human commune contact.

Locations

THE SHADED SOUQ (1): The large souq located on Asru


Square is a horizontal maze of walkways, bridges and towers
crammed with plazas, vendors, entertainers and visitants.

KANA’RA VORTHAXA MANSION (2): This minor


mansion borders one of the main boulevards of the
Khameeliya district, but has no gate opening towards the
busy thoroughfare.

The main abode is encircled by a rather low stone wall


only partially obscuring the outside view of the well-pruned
estate used by Kana’ra and his guests for frivolous pastime
activities.

51
Requests

Soon after the strange and precarious encounter with


Fduliea, the characters learn of a ruinous attack on Zagan’s
tower by foreign soldiers led by some abhorrently powerful
being.
The assault was so massive and implicative in its oddity that
it got the attention of the Jinassar, who quartered off the The Arbiter may
area – a most extraordinary occurrence. gauge to what degree
the characters would want
Gossip flourishes about the tower’s menagerie of deadly to involve themselves in
beasts escaping from their cages during the attack – now this aspect of the story,
roaming the surrounding streets and venturing into the making it a brief encounter or
nearby Shaded Souq, wreaking havoc. an extended sequence depending on
the interest of the players.
If the characters have exonerated themselves, the Ghurayb
Guild may request their services to aid in the capture of the The characters may have a gist about what
beasts as a last act of goodwill. they are facing from the information
given by Zagan as they perused the
Accepting and succeeding in this task will grant Wastah menagerie earlier. If they did
and payment from the guild. Should the characters show not view the menagerie with
no interest in the guild’s proposal, the guild seniors will Zagan, they likely have no
consider their dealings with the characters ended. knowledge about the
beasts.
If the characters are still “persona non grata” with the guild,
Kana’ra Vorthaxa will send Taveesh to request that they
defend his nearby mansion from the roaming beasts.

Accepting this task and successfully slaying one or more G ui ldASSIGNMENTS


GUILD assignm ents
beasts entering the mansion grounds will earn them the
appreciation of Kana’ra Vorthaxa.
To make up for lost revenue and to retain their repute in
Should the characters refuse the request of Kana’ra, he the district the guild wants the creatures captured as quickly
immediately bans them from the commune for rejecting as possible.
his authority.
He is, however, courteous enough to send a messenger As most of the guild’s hunters are away on assignments and
informing the characters that they may consider themselves the guild guard are not trained hunters the protagonists are
excommunicated. A warning follows; to stay away from the offered wages if they capture and bring the roaming beasts
commune territory and about divulging any information – back to the guild domicile.
on pain of death. The price for each is negotiable and ranges from 50 to 200
Dhin depending on the creature. The guild wants them alive
but will accede to pay ¼ price for a killed beast as their
reputation is at stake and they desperately need them off
the streets.

The characters are asked to remain at the domicile and


await a sighting before being sent out. To gauge their
task, the guild elders ask them which beasts they saw in
the menagerie. They can then brief them on the various
monsters accordingly.
The Arbiter can relay critical aspects from the “combat
behaviour” of the mentioned creatures to the characters as
part of this briefing.

Once a creature has been spotted, the guild provides the


characters with cages, nets, chains or other useful tools to
aid in their endeavour and sends them off to capture it.

The Arbiter determines which beast is spotted, where and


if there are any extraordinary circumstances to take into
consideration depending on the behaviour of the chased
creature.

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.

BEAST HUNTING (ENCOUNTER)

1. Main villa Following either of these objectives, the Arbiter may


2. Secondary villa choose or randomly determine beasts encountered and
3. Mansion Park fought by the characters – referring to the table of
4. Gates beasts escaped from the menagerie.

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

Arbiters should refer to the core rulebook or the

Kana’ ra’s MANSION


Mansion
scenario bestiary for stat blocks.
KANA’RA’S
Because the menagerie beasts were all caught in the
wild, the stress and trauma of their prolonged captivity
At Kana’ra’s orders, the characters are placed at a gate to have made them anxious and frantic. To reflect their
the mansion to intercept any approaching beasts. Kana’ra erratic disposition, the Arbiter rolls on the following
simply wants his property defended and cares nothing about table to determine their behaviour when confronted by
how the creatures are disposed of, so unless the characters the protagonists.
actively request equipment or assistance, they only have
their own kit and weapons. 1: HEADLESS FLIGHT – The beast will flee at the
sight of the characters, potentially attack others in its
Introducing the roving beasts can be done in several ways, way as it bolts. If engaged, it will frantically attack to
each presenting a distinct challenge and encounter possibility. break free and flee at any given opportunity.
The Arbiter can come up with further approaches as he or
she sees fit. 2-4: SLINKING AWAY – The beast is in no mood for
a fight and will withdraw as it realises the characters are
One approach is that Kana’ra’s lookouts have spotted an a potential threat.
approaching creature nearby and order the characters If cornered or otherwise trapped, the creature seeks to
to drive it off or kill it. The lookouts have gotten a look drive off the attackers and then retreat again.
at the creature and determined its species to relay some
information about it to the characters. 5-8: ROVING BEAST – The beast will maintain its
roaming and only engage the characters if they cross its
The Arbiter can reveal one combat fact about the path. If the characters do not engage or interfere, it will
approaching creature to the players. The beast is found ignore them. If “injured” the beast flees.
roaming in a side alley or in the grove across the street.
9-12: FRENZIED PREDATOR – Driven by hunger or
Another approach is that the characters hear screams and franticness, the beast charges at the characters as soon
cries from inside the garden as a beast has jumped over the as it spots them. Because of its frenetic distress, it will
low wall surrounding the mansion. continue its attack until dead or otherwise incapacitated.

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.

The Ghurayb Guild is very much interested in bringing


Zagan to justice and have the blessing of the Civic guards
in doing so because his endeavours disrupted trade and
therefore the flow of tithe.
Locations
Although the Civic guard does not get actively involved,
they may indicate that the Cowl – the spies of the Unseen
Rulers – are hunting the Djinn. THE SCORCHED TOWER (1): The scorched remnants of
Zagan’s tower now ruined and looted.
Whether the characters are participating in the subdual
of the escaped beasts in the area or not, they are likely THE GATE AREA (2): The area surrounding the sunset
interested in catching Zagan, who caused them so much gate and guild domicile is crowded with travellers entering
distress. and leaving the city, locals perusing shops and traders and
merchants going about their business.
The Cowl is actively hunting for both Zagan and the
mysterious Princely Envoy whose troops assaulted the THE GROVE (3): This tranquil grove lies away from all
tower. the major thoroughfares of the district. Its central location
They act clandestinely, but well-connected or streetwise between Asru Square and the Sunset Gate makes its adjacent
characters are prone to detect their presence if they go plaza an often-frequented place for visitants and travellers
looking. looking for respite and leisure.

1
2

54
Plotting and scheming

Zagan has possessed Yek’Seng after the attack on his


tower and uses the Ba’Waikh as a host to avoid discovery
while scouting and gathering information regarding the
whereabouts of the characters.

The only reason he remains in Llyhn is that he blames the


characters for his downfall and intends to destroy them
before leaving the city.

The destruction of his tower and the following scrutiny from


the Jinassar and Cowl have him greatly vexed as well as
leaving him with few immediate resources to draw upon.

However, the Timanièm huntresses under Yek’Seng’s


employ arrived back from activities in the jungles with
Yek’Seng right before the attack on the tower.
About ten of them survived and fled with Yek’Seng as parts
of the tower tumbled to the ground in flames.

They are loyal to Yek’Seng, so when Zagan possessed


his body, unbeknownst to the huntresses, he managed to
convince them to aid in an attack on the humans and their
guild allies. As part of his deal, he promised them asylum
in an encampment deeper in the jungles and another job Depending on how they progress, the Arbiter can let them
hunting Adaru for an emeritus warlord named Z’truk. hear rumours about Timaniém hiding in a grove - proceed
to THE CHARACTERS FIND ZAGAN.
They have found temporary refuge in a substantial grove
midway between the guild domicile and the Shaded Souq. If the characters are not actively searching for Zagan, the
From here they scout and gather information, waiting for Arbiter is can let the Djinn find them – proceed to ZAGAN
the right moment to strike. FINDS THE CHARACTERS.

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

• Rumours have it that the Cowl are hunting the


Djinn and his cronies.
• The chatter on the street is that a foreign power
was behind the attack on the tower in Khameeliya,
prompting the Jinassar to get involved. However,
they have been unable to identify or catch the
offending perpetrator.
• Someone saw strange soldiers in hideously spiked
maroon armour march into the tower. If pressed,
they can also describe what the leader looked
like: A lanky outlandish being with strange garb
and what looked like a large horned and masked
helmet. It had a graceful gait and never spoke a
word as it directed its brutal troops.

55
THE PROWLING GHULAH (ENCOUNTER)

If they linger there until dusk, they may encounter


Asha – injured and angry – prowling the burned-out
grounds. The characters can attempt to engage with
her to try and learn the whereabouts of her father. She
will be at half Health but be fanatically bent on killing
them.

PRIMARY ADVERSARY: Asha

The scorched ruin LOCATION: The smouldering remains of Zagan’s


tower.

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.

POTENTIAL PARTAKERS: Looters or runaway beasts


from the menagerie may be spooked by combatants
and attack whoever comes near.

56
The characters find Zagan

As the characters search for information about the escaped


Zagan various informants and other sources report that a
group of Timaniém have recently made camp in a grove
sunsetwards of the Shaded Souq.

It may come to the attention of the characters that a


Ba’Waikh has been spotted amongst them frequently,
further verifying that these are the Purveyor huntresses.

If the characters spy on the Timaniém it will become evident


that they are scouting the area around the guild domicile as
well as Kana’ra’s mansion.

If the characters confront the huntresses and Ba’Waikh,


Zagan will leave Yek’Seng’s body and confront them in his
own form.
Assuming his natural form immediately re-establishes his
fear-inducing aura [6] affecting anyone looking at him.

Finally faced with his nemesis, Zagan spouts his grievances


about the characters in self-righteous anger and pomposity.
He whines and bellows that they caused him to lose the
Nadhir, earning the fury of that wrathful Princely Envoy
who destroyed his home and hopes of resurgence in reprisal.

He wails that he watched his dearest daughter get slaughtered


(which may or may not be true), and he has no idea where
Fduliea has gone. All for which the characters will now pay
with their lives!

He will dramatically pause, expecting the characters to


plead for their lives or beg for forgiveness before he means
to rip them to shreds.

Should the characters decide to prostrate and subjugate


themselves, Zagan will listen to their pleas. If convinced that
they intend to serve and submit to him for their affronts, he
will hold back and possibly resolve the conflict peaceably.

This is also an opportunity for the characters to reveal


that the Nadhir was actually Fduliea in another form and
perhaps disclose what happened to her. This revelation will
confound Zagan, giving the characters the chance to grab
the initiative and act first.

57
THE RAGING DJINN (ENCOUNTER)

If the encounter turns violent, Zagan wants to kill the


characters himself. Depending on whether they came
alone or brought aid, he will order the Timaniém to
either hold off or attack whomever the characters
brought along. After issuing his orders, he will furiously
charge the characters.

PRIMARY ADVERSARY: Zagan.

SECONDARY ADVERSARIES: The Timaniém


huntresses

LOCATION: The grove and adjacent plaza.

ENVIRONMENT: The grove is well-tended with large


flowery trees and decorative bushes planted at regular
intervals.

COMBAT CONDITIONS: The foliage is thick enough


to obscure the skies, enabling the Timaniém to hide
among the branches and make surprise attacks on
combatants on the ground.
Timaniém attacking from the foliage gain +1 for higher
ground, are in cover and can make swooping attacks as
they swing from low branches.

On the ground, the bushes and other vegetation


obscure the view, making it challenging to use ranged
weapons efficiently, causing a -3 cover penalty.

POTENTIAL PARTAKERS: Yek’Seng is left shaken and


distraught after the Djinn possession. As he regains his
wits, he begins to yell counter-orders to the huntresses
in an attempt to retaliate against the Djinn; causing the
Timaniém to become confused.

If the characters have advised Kana’ra before the


confrontation, he has provided a group of fighters to
support them. The Ghurayb Guild will likewise send a
contingent of their guard and Daiwu if alerted before
the altercation.

THE JINASSAR INTERCEDE (ARBITRARY EVENT)

Should the fight drag on for more than 10 minutes a


squadron of Jinassar supported by civic guard troops
emerges on the plaza to apprehend Zagan.

They do, however, not distinguish between combatants


as they advance upon the Djinn and will cut down
anyone who gets in their path.

The Jinassar eventually subdue the raging Djinn and


drag him off to an unknown fate, leaving the characters
standing in the grove surrounded by whichever
combatants are still alive and present.

With the main instigator gone, no one is in the mood


to continue the fight, and they all depart soon after the
Jinassar leave.

58
Zagan finds the characters THE VENGEFUL DJINN (ENCOUNTER)

If the characters allow Yek’Seng to get close, Zagan


At the Arbiter’s discretion, the Djinn’s diligence pays off, will abandon the Ba’Waikh’s body, bursting into his
and he manages to catch the characters unaware in an own form, leaving the stunned Yek’Seng prone on the
isolated place. This could be his own abandoned tower. ground.

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.

LOCATION: Any isolated area that the characters find


themselves in.
ARBITER’S NOTE
ENVIRONMENT: The environment depends on the
Although Zagan has Void Gleam and can dampen the
location. It must, however, be a deserted place as
Void aura he exudes, characters that can sense Void
Zagan would not approach the characters otherwise.
or otherwise distinguish esoteric powers, will be able to
detect that the Ba’Waikh before them is glowing with
COMBAT CONDITIONS: Any conditions depend on
an aura not his own.
the environment and time of the attack.

POTENTIAL PARTAKERS: Yek’Seng will be confused


and disturbed at what has happened. Albeit he longs
for retribution against the Djinn that abused him, he is
If the characters somehow manage to keep Yek’Seng at a also very much afraid and will flee unless he spots the
distance, the Ba’Waikh’s voice will change as Zagan chuckles hiding Timaniém.
and abandons the body.
Zagan reveals his true form but does not cause Fear as he Zagan has brought several Timaniém huntresses as
means to berate the characters for all his misery. backup in case he needs them. They remain hidden
at a distance unless the Djinn appears to be in trouble
He begins to spew out his grievances, griping and roaring or Yek’Seng awakens, in which case they will reveal
that they caused him to lose the Nadhir, in turn causing the themselves and approach. They might not confront the
fury of that wrathful patron who destroyed his home and characters as they are not convinced about who the real
future in reprisal. enemy is anymore.

He cries that he watched his dearest daughter get butchered


(which may or may not be accurate), and he has no clue
where Fduliea is because of them! And now they will pay
with their lives!

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.

Aiusyr uses the ordinary characteristics of the Variin and


additional details about the Dreaming Gomor can be
found respectively on page 362 and 280 in the core
rulebook.

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

TALENTS/ Charmer, fast reflexes and perfect


FLAWS: liar.
Asha ATTRIBUTES: Claws and fangs (fur, tail and
digitigrade legs).
POWERS: Void sensitivity, Void cognisance,
Her peculiar relationship with Zagan makes her different lesser changeling, aura [Fear] and
to most Ghuls. The majority of her kind live solitarily in Touch of the Djinn.
remote locations, shunning civilisation, but Asha loves her
PRIMARY Unarmed [4 / dirty fighting], dodge
father Zagan and has adapted to city-life and wishes to
SKILLS: [3], socialize [4] and subterfuge [5].
please him as long as he continues to prove he loves her.
SPECIAL: Ignore injury penalties and
His affection is mostly expressed by regularly providing her psychological effects.
with sentient slaves for her to play with and feed upon. She EQUIPMENT: Asha is adorned with jewellery
has little regard for Zagan’s consort Fduliea and sees her as made from ivory or bones set with
competition for her father’s affection. gemstones (worth 500+ Dhins).

SPECIES: Ghulah.

APPEARANCE: Asha often appears as a beautiful female


by the standards of the species she emulates. Sometimes,
especially in combat, she takes on the form of a vicious Daiwu
hyena-hybrid.

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.

GOALS: Daiwu’s impetus is to further the interests of the


guild, even if his interpretation goes against the formal
policy.

GARB: Traditional Ghurayb guild guard uniform of long Fduliea


breeches, tabard, laminated leather armour, helmet and
shield.
This patrician Djinn lady is the consort of Zagan. Because
ALLIES/HELPERS: Daiwu has a following of several of Zagan’s adultery and subsequent reluctance to cast out
Ghurayb guild guards who share his sentiments. Asha, she forced him to leave Mount Qaf.

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

TALENTS/ Bad temper (mild) and Specious.


FLAWS:
ATTRIBUTES: Small horns.
PRIMARY Blunt weapons [5 / formation
SKILLS: fighting], blade weapons [2], defence
[1] and shield [3].
EQUIPMENT: Laminated leather armour (3), small
shield (DV+1) and leather helmet
(1), 23 Dhins, a few personal items
and a pouch containing Sanké tea
leaves (worth 75+ Dhins).

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.

GARB: Garhasha wears utilitarian clothes with lamellar


pauldrons to absorb any bites, stings or headbutts from his
charges.

ALLIES/HELPERS: Garhasha has two


ordinary Talath beast handlers working
with him and temporarily the cousins
of Samang to deal with the Aigioma.

DOMAIN: Garhasha sleeps and


spends most of his time in the allocated
dormitories of the Masque or the rented
pens used for training.

QUIRKS: To Garhasha, it is proving


strength to subdue and tame a dangerous
beast, whereas merely slaughtering it
proves nothing.

COMBAT: Garhasha is cunning


and relies on manoeuvring more
than his feral brethren. Garhasha
has a preference for all-out attack,
called attack, knockdown, parry, stun and counter-
attack. Garhasha innately has the formation-fighting
specialisation.

65
Muawu
This female Je’ehl pariah is the owner of the Arijwani
Tavern in Khameeliya.

She is atypically unbiased for a Je’ehl. This is endorsed


by her brother YanWei, a successful beast trader in the
Ghurayb guild, who advocates that speciesism should not
stand in the way of enterprise.

Because of her brother’s venture with Kana’ra Vorthaxa she


has also gotten somewhat involved with the hidden human
commune in Khameeliya.

Characteristics for Muawu are the same as for regular Je’ehl


[see page 332 in the core rulebook].

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.

The envoy generally keeps to a massive SPECIES: Oord


yacht at anchor in the Margidda river.
From here he commands his two APPEARANCE: Samang is heavily tattooed with
delegates, the Oord Naehi and a Qhu iconography from the worlds he has travelled to, most
“spokesperson”. recently with Yek’Seng on missions to catch exotic creatures.

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.

DOMAIN: The Masque, Samang’s guest quarters.

QUIRKS: Oddly strong voice and unnaturally gifted orator


for his species.

COMBAT: Samang has many talents, but fighting is not


one of them. If faced with violence, he will employ his
Mystic capabilities but quickly surrender rather than risk
injury. Garhasha, his Talath beastmaster, is usually nearby
to deal with any physical altercations. Because Oord are
Void entities [3], he is highly resilient to any Mystic or
Void powers used against him.

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

ATTRIBUTES: Short legs. APPEARANCE: Su’tinn is a rather large specimen of


POWERS: Void sensitivity, Void cognisance, Ka’Alum and wearing a draped scarf of a violet hue.
Void erudite, Void navigator (and all
earlier tiers) GOALS: Su’tinn prepares to set up his own venture with
Gnostic Mysticism [5] capturing exotic animals in the future and is learning the
Sphere of Mind [4] ropes and biding his time working with Yek’Seng and Zagan.
Sphere of Void [5]
GARB: Fine clothes, a violet scarf and a beak adornment.
SPECIAL: Void entity [3], comprehends
multiple languages and innate Void
ALLIES/HELPERS: The Timaniém Huntresses will follow his
navigator
orders. Zagan and Yek’Seng will aid him as long as their own
EQUIPMENT: Fine garish clothes, an ornate cane lives are not put at risk.
(club), a decorative dagger, 46 Dhins
in a pouch, rings and other jewellery DOMAIN: The Shaded Souq and Zagan’s Tower.
(worth 300+ Dhins).
QUIRKS: Su’tinn speaks with a hoarse voice and often
coughs due to an old throat injury.

COMBAT: Su’tinn prefers conversation and Mysticism


to fighting but is a capable warrior if pressed. His
combat style is very defensive, and his preferred
manoeuvres are parry and knockdown.

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.

GOALS: Although not of high-caste, the karmic creed of


his species drives him, and he believes he is destined for
greatness.

GARB: Traditional but superb quality Ba’Wiakh


attire with a high turban.

ALLIES/HELPERS: Zagan, Su’tinn, the


Timanièm hunters and until the disaster at the
Masque Samang.

DOMAIN: The Shaded Souq and Zagan’s tower.

QUIRKS: Yek’Seng has a particular obsessive need


for a special seaweed cultivated from the Shaauru
colonies.

COMBAT: Yek’Seng is not a fighter


and prefers to negotiate his way
out of trouble. He does not mind
bloodshed but prefers not to be
directly involved. His preeminent
manoeuvres are defensive stance,
dodge and calculated strike.

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.

Zagan approached Yek’Seng, a specialist in rare creatures, Zagan profile


who was building an illicit team of hunters to rival those of
the prominent Ghurayb Guild. AGILITY 5 HEALTH 30
When Zagan learned Yek’Seng’s group was rejected by the AWARENESS 6 SIZE Medium
guild, he took on the Purveyors of the Hunt as their patron,
providing funds, accommodation and a place to consolidate STAMINA 5 MOVE 6 / 12 (flying)
operations carried out mostly through the Shaded Souq. STRENGTH 4 WEAPON Shamshir (+6)
/ Claws (+3)
His aim is to destabilise the existing guild, undermining their
INTELLECT 4 REACH Adjacent
alliances, poaching or outright killing their captured animals
until they disintegrate as a cartel or become vassals to him. PERSUASION 5 ATT SPEED +2
PRESENCE 7 DMG D12+2 /
Zagan harbours and accommodates Asha because she is D4+2 [1]
his daughter from the prior ill-fated liaison. Even though
WILLPOWER 4 DV 9
he finds her diet rather distasteful, he dotes upon her by
feeding her slaves bought from the aptly named “Feast of PROTECTION 0
Flesh” slave market in the district. In turn, he benefits from
her devotion and can rely on her deadly capabilities and TALENTS/ Ambidexterity and brawny.
shapeshifting powers if need be. FLAWS:

SPECIES: Djann ATTRIBUTES: Aerial, night vision and possession.


POWERS: Void sensitivity, Void cognisance,
APPEARANCE: Zagan has a muscular build, purplish skin, Void acuity, Void gleam, lesser
glowing eyes, pointy ears and neatly trimmed beard. He changeling, aura [Awe/Fear],
occasionally takes the form of a Ba’Waikh while working invisibility, flight and Touch of the
with Yek’Seng to conceal his identity from others. Djinn.
PRIMARY Blade weapons [4 / devastating
GOALS: He seeks to build an empire from selling exotic SKILLS: blow], Unarmed combat [4].
animals to regain his affluence and retain both his consort
and daughter. SPECIAL: Invisibility and touch of the Djinn.
EQUIPMENT: Heavy (+1 dmg & size) and
GARB: Zagan favours sleeveless dressing gowns that show tempered blade (+1 to exc hits),
off his physical endowments, and he adorns himself with needle-point claws [1], fine quality
flamboyant jewellery to emit regal authority. On his right dressing gown, necklaces, armrings,
hand, he has several pale green metal-claws that earrings and hair pins (worth 1000+
function both as ornamentation and a weapon. Dhins).

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.

Ghurayb guard profile Ghurayb guild guards


WEAPONS Mace (+4) / Short sword (+2)
This highly trained troupe of guards work exclusively for the
REACH Adjacent
Ghurayb guild, a cartel of exotic beast traders.
ATT SPEED 0
DMG D12+1 (knockdown) / D6+1 Their principal task is protecting the interests and property
of the guild. As such they are armed with maces and
HEALTH 26 generally adopt a defensive style in confrontations unless
DV 9 (10) seriously threatened.
PROTECTION 4
They are versed in formation fighting and gain +1 to attack-
rolls and Defence Value when fighting as a unit.
PRIMARY Blunt weapons [4 / formation
SKILLS: fighting], blade weapons [2], defence Manoeuvres routinely employed by guards in action include
[1] and shield [3]. block, counter-attack, push back, stun and knockdown.
SPECIAL: None
EQUIPMENT: Laminated leather armour (3), small
shield (DV+1) and leather helmet
(1), D12 Dhins and a few personal
items (worth 15+ Dhins).

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.

Jinassar are an adaptive fighting force, employing whichever


manoeuvres will give them the advantage in any given
encounter.
Guardsman profile
WEAPONS Glaive (+4) / short sword (+3)

Jinassar profile REACH Near / adjacent


ATT SPEED 0
WEAPONS Halberd (+8) / Crowbill (+8) DMG 2D6+1 / D6+1
REACH Near / adjacent HEALTH 24
ATT SPEED +4 / +4 DV 8 (9)
DMG 2D6+6 /+5[1] or D12+4 PROTECTION 6
HEALTH 50
DV 10 (11) PRIMARY Polearms [4 / formation fighting],
SKILLS: blade weapons [3] and defence [1].
PROTECTION 11
SPECIAL: None
PRIMARY Polearms [8 / formation fighting / EQUIPMENT: Glaive, short sword, torso metal scale
SKILLS: weapon master], pick axes [7 / quick armour and metal helmet.
draw / onslaught] and defence [3].
SPECIAL: Void resistance [3]
EQUIPMENT: Halberd, crowbill, dagger, full plate
and scale armour and visor helmet.
Archer profile
WEAPONS Composite short bow (+4) / short
sword (+3)
REACH 40/80/120 or adjacent
ATT SPEED -3 / 0
DMG D12+1 [3] / D6+1
HEALTH 24
DV 7
PROTECTION 6

PRIMARY Bows [4] and blade weapons [3].


SKILLS:
SPECIAL: None
EQUIPMENT: Composite short bow, short sword,
torso metal scale armour and metal
helmet.

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

This tribe of Timaniém huntresses have accepted


employment from Yek’Seng and act as his hunting posse for
catching beasts and monsters.

They double as protectors for Yek’Seng, Su’tinn and Zagan


when they are not out on the trail. Although not a fighting
force as such, their innate abilities and savage traditions
make them formidable adversaries.

They are fiercely loyal to each other and hold Yek’Seng in


high esteem.
They have little devotion towards Zagan or Su’tinn but will
serve them at the direction of Yek’Seng.

73
Beasts
B e a sts

Muqai Muqai can be indoctrinated and trained into reasonably


reliable labourers if they are kept content. Anecdotes of
warlords taking advantage of their innate territorial and
DESCRIPTION: Muqai is a large brute species easily aggressive nature to deploy them as beast soldiers thrive.
recognisable by their snouted faces covered in bony plates Any such appliance of Muqai requires a handler to direct
with jagged protrusions giving them a fearsome and savage and control them.
look. Even though they possess rudimentary cunning and
limited cognitive capabilities, they are considered savage LIFECYCLE: Muqai females give birth to a single muqlet at
animals by most civilised species. irregular intervals and ween them for a short period until
they are independent and can forage and hunt themselves.
Muqai are exceedingly strong and can move their brawny It is uncertain how old Muqai can get, but an estimate is set
bodies with surprising speed. Their massive forelimbs are at about 60 Llyhn seasons.
used for propulsion as well as functioning as their primary
appendages, making them able to run as a quadruped but HABITAT: Muqai live in herds of up to several dozen
manipulate objects similarly to primates. individuals and have rather intricate social structures
considering their limited cognitive capabilities.
Four disproportionally small eyes grant them peripheral The groupings are unpredictable and transient, with
although extremely near-sighted vision. They cannot discern members continuously joining and leaving herds depending
anything other than blurry shapes beyond a twenty cubit on food availability and social factors.
distance. Their large ears enable them to detect faint sounds
across long distances, making them aware beyond their While Muqai in no way can be considered civilised, they are
limited field of vision. not mere beasts either – as is evident in the clear hierarchies
and social patterns displayed within herds.

A dominant bull is an alpha with multiple lesser


males acting as his deputies within
the herd. Larger herds have been
known to split up into smaller
segments while still controlled
by the alpha bull and remaining
within the territory.

For unknown reasons multiple


herds will intermittently merge
into an immense herd and move
across continents, migrating
vast numbers of Muqai
from one landmass to
another.

74
Herds tend to attack en masse – a rampaging flurry of teeth,
talons and jagged bony protrusions swarming towards the
perceived threat.

Whether an individual or as a group, the Muqai will


ferociously trample an opponent if given enough space to
do so. If the threat is still standing after this, they will attack
with wild swings, all-out attacks and crushing blows using
talons, head-butts and teeth.
Such events are rare, but when they occur, they vastly upset
the natural ecology of wherever the great herd eventually
settles.

OCCURRENCE: Muqai are common on their homeworld


Muqai
and exceedingly rare anywhere else. AGILITY 2 HEALTH 54
AWARENESS 3 SIZE Large
BEHAVIOUR: The species is highly territorial and will
STAMINA 6 MOVE 14
engage in prolonged skirmishes with other herds over good
hunting and foraging grounds. They are also known to attack STRENGTH 7 WEAPON Talons / head-
presumed threats such as predators or sentient species that butt
unwittingly wander into their area. INTELLECT 1 REACH Near / adjacent

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.

In their native habitat, Muqai will instinctively react


aggressively towards any outsider perceived as a threat Although a charging herd of Muqai is daunting, it is
against the herd or encroaching upon the territory. relatively easy to outwit them. An enraged Muqai will be
solely focused on its immediate target – largely unaware
Muqai are social creatures and will act in unison in most of anything else going on around them – giving opponents
circumstances. If trust is established between a Muqai and adept at exploiting terrain and applying tactics a distinct
someone, that individual is considered as part of the herd. advantage.
The remaining herd will protect and treat the individual as
an equal. FEROCIOUS TRAMPLE: A charging Muqai will overrun an
opponent, striking with its knobbly head or pounding with
If provoked or threatened, a Muqai will posture and try its fists adding a further +3 modifier to its attack, causing
to intimidate the agitator into relenting. Overt displays of 3D6+3 dmg and knockdown [size difference +3].
aggression such as throwing boulders and boisterous braying
are typically employed to achieve this.

Should the rival refuse to yield from the display, the


Muqai will eventually charge, using its immense bulk and
remarkable natural weaponry to tear the agitator limb from
limb.

COMBAT: Once committed to violence, incensed Muqai


are unrelenting until the perceived threat is eliminated or
they themselves draw their last breath.

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.

They only come down to the ground for nightly


foraging and feeding. Nadhirs tend to live in
solitude, only congregating during mating
season and if accidentally crossing
paths.

OCCURRENCE: The Arboreal


Nadhir is unique to their native
homeworld and is extremely rare
even there.

BEHAVIOUR: The species is rarely focused on


anything but foraging. They often stand erect on
their hind legs to survey their surroundings, looking
for food or danger.

They tend to spend most of the daylight hours


high in the treetops away from danger and most
predators. At sunset, they descend to the forest
floor to rummage through the undergrowth
looking for food.

DIET: The Arboreal Nadhir feed mainly upon small


insects and occasionally larvae found either on the
ground or in the bark of the giant blue pines they live in.

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

ATTRIBUTES Small claws, keratin scaly skin (DR3)


and tail.
SPECIAL Pheromones, toxins and enhanced blood
potency

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.

ENCOUNTERS: Sorq are so wary and skittish that unless


they are actively stalked, they are unlikely to be spotted
even if nearby.

78
Maps
Maps
Khameeliya

400 cubits / 200 metres

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
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dark dealings

Shaded
in the

Souq
While establishing contact with a burgeoning human commune in the
Khameeliya district, the protagonists find themselves framed for massacring a
batch of exotic animals belonging to the powerful Ghurayb guild.

Incriminated in a virulent conspiracy and seeking to exonerate themselves


before vigilante justice catches up to them, they unwittingly stumble across a
plot with implications far beyond the Eternal City.

The protagonists have to use whatever guile, diplomacy and martial prowess
they can muster to survive the intricate manoeuvrings of traders, esoteric
beings and callous killers alike.

Dark dealings in the Shaded Souq takes the protagonists on an exhilarating


adventure, introducing the characters to the intrigue and viciousness hidden
beneath the pristine facades and gilded domes of the Khameeliya district.

“Dark dealings in the Shaded Souq” is the first in a series of Black Void
scenarios that can be played separately or readily integrated into ongoing
campaigns. The exciting storyline is self-contained but encompasses events tied
to the grand campaign, making it a must-have accessory for the discerning
Black Void player and Arbiter.

The scenario is ideally suited for four to six characters,


each in the 65-75 character points range.

IN THE UNKNOWN | BEYOND THE HORIZON | WHAT IS HUMANITY

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

ISBN 978-87-93781-07-8

TM

W W W . M O D I P H I U S . N E T BVG016D / MUH052118-PDF

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