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Under

Nebulous
Skies
A VOIDFARER’S TRAVELOGUE,
SOURCEBOOK & CAMPAIGN
4
Survival
is only the beginning...

AN ESOTERIC ROLE-PLAYING GAME BY


CHRISTOFFER SEVALDSEN
5
Black Void created by
Christoffer Sevaldsen

Campaign Written by
Christoffer Sevaldsen & Richard August

Contributions from
Joe Lonergan, Luke Daoud, Richard August, and Yadin Flammer

Backer Contributions from


Christoph Kaleschke, Doug Bristow, Edward Hathaway Wallace III, James L Smith, Joe Lonergan, Joffrey Laurencon,
Jonathan Finnegan, Michael McGloin, Nasser Khalid Al-Alawi, Nikolas “Damion” Radi, Samuel Farro, Scott Alan
Whitfield, Thorsten Wolk, W. Ryan Carden, and Xabier Landabidea Urresti
Thank you for contributing your creativity to BLACK VOID!

Maps by
Francesca Baerald and Christoffer Sevaldsen

Artwork
Lucca Medeiros, Ekaterina Yastrubetskaya, Elliot Ward, Tomas Richards, Joao Fiuza (Inkognit),
Aske Schmidt Rose, Tan Nguyen, Vincent Van Hoof & Christoffer S. Sevaldsen

Edited by
Christoffer Sevaldsen and Andy Staples

Heuristic Creative Custodian


Deborah J. Corton

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

Special thanks to
Nikolas “Damion” Radi, Doug Bristow, and Joe Lonergan

Published by
Black Void Games
Ordrupdalvej 14
2920 Charlottenlund
Denmark
www.blackvoidgames.com

ISBN 978-87-93781-11-5
Product code: BVG015D / MUH061V015-PDF
1st edition

© 2021 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!

6
Under
Nebulous
Skies
Taable
T b l e of
o f CCo nte nts
ontents
THE VOIDFARER’S TRAVELOGUE 8 PART I - LLYHN - 130

KIMAH 8 Locations 130


The Pestilence 22 Groups & Factions 130
Crippletown 24 Notable People 131
Notable people of Kimah 26 Scene 1 : The Burial 132
Scene 2 : The Lone Emissary 138
DHAARESE 32 Scene 3 : The Ragged Catharsis 144
Notable Trade Routes 44 Scene 4 : Help nearby? 148
Notable Void Vessels 45 Scene 5 : Trail gone cold? 150
Notable people of Dhaarese 60 Scene 6 : Roaming around Kimah 156
Scene 7 : The Catacomb Crater 160
PLAYER’S OPTION 68 Scene 8 : The Buried Ruins 164
Scene 9 : The Flea Palace 178
Character Creation 69 Scene 10 : The Herald of Dawn 184
Talents 69 Scene 11 : The Petitions 192
Flaws 71 Scene 12 : The Departure 196
Backgrounds 73 Scene 13 : Traversing the Void 199
Ba’Waikh-kin 74 CONCLUSION 200
Djann-kin 76
Ghul-kin 78 PART II - KOR’TUAN - 204
Naqasti-kin 81
Je’ehl-kin 84 The Ka’Alum 204
Talath-kin 86 Kor’Tuan 204
Variin-kin 88 Locations 207
Detrimental Backgrounds 90 The Ka’Alum Hierarchy 208
Attributes 92 Notable People 209
Esoteric Attributes 96 Scene 1 : Tuan Port 210
Powers 98 Scene 2 : House of Mirrors 216
Skills 102 Scene 3 : The Testing Grounds 221
Combat Skills 105 Scene 4 : The point of no return 230
Scene 5 : The Cruise and the Hunt 232
EQUIPMENT 107 Scene 6 : Return to Tuan 240
Scene 7 : In search of the Rupture 244
Weapons list 108 Scene 8 : The Punctured Peaks 252
Esoteric Commodities 113 Scene 9 : Into the Void 261
Peculiar substances 114 CONCLUSION 263
Void vessels 116
Acquiring a Void vessel 119 ANTAGONISTS, ALLIES & NOTABLE PEOPLE 264
Constructing and enhancing Void vessels 120
GROUPS & FACTIONS 283
GRAND CAMPAIGN 124
NEW SPECIES 286
Preface 126
Scenario setup 126 BEASTS OF BURDEN & RIDING ANIMALS 310
Arbitrating 127
Characters 128 APPENDIX 322
Downloads 128
The Story 129

7
The
Voidfar er’s’s
the

Travelogue
voidfarer

--
travelogue

Kimah
K imah
8
9
K
Kiimah
m ah
CHAPTER:

The island district of Kimah is a cesspool of filth, dregs,


and gangs. Most of the island is covered in dome-shaped “Immerse yourself in the perilous underworld of the
shanties and hovels built carelessly on top of each other like Kimah district, where thugs and goons hang on every
tumorous polyps. corner, doom-spouting prophets vie for your soul,
and beggars grasp for your purse.
Scholars believe that Kimah was once a lavish palace now
buried by sludge, mud, and dirt. Only the catacombs, Visit a multitude of enticing and unnerving hidden
the Flea Palace, the Iconoclast and a few other scattered dives, where shady patrons know secrets best kept in
monuments and ruins are remnants. The buildings’ scale, the dark. And peruse the plazas and obscure shops
style, and layout are peculiar, asymmetric, and built from peddling junk, contraband, and filched goods, with
materials not found anywhere near Llyhn. the occasional hidden treasure amongst the rubbish.”

- Eska, Scarlet Sentinel

RAGGED CATHARSIS TEMPLE

Kimah is home to the largest Ragged Catharsis temple in


Llyhn. The temple itself is a jumble of mud-domes in many
sizes, like a molehill with lumps and cysts.

Cross-barred poles set with wooden tags cover every surface


of the temple, producing a constant din of clacking noise
as the gentlest wind stirs them while cleverly places censers
billow heftily scented smoke, enswathing much of the
building in a perpetual fog.

No sentries stand at the temple, for none are needed, and at


all hours, processions of adherents shuffle in and out through
the multiple openings leading from the dark interior. The
ceaseless chanting from inside is only occasionally broken by
a piercing scream or rumbling groan as if hundreds of throats
bellowed in unison.

“Liar! Deceiver! Imposter!

First he sold me one of those precious pieces to get


me hooked, made overblown promises that he knew
where to find much more and that all he needed was
an advance to procure it...

He went into hiding, and I saw nothing of the


promised goods.
Then he reappeared and acted like nothing had
happened, denied everything, and threatened me
with consequences if I continued to stalk him.

HE! ME! Acting like butter could not melt in his


mouth, innocence itself! Even arched his back and
limped away, that actor!”
- An’druk, Merchant

10
KIMAH-SWILL

A widespread drink across the entire district is known


as Kimah-swill. It is a liquor made from distilled algae
growing in stagnant, putrid water, found aplenty in
and around the slums.

While Kimah-swill exists in endless varieties Kimah


depending on the algae and production, the liquid
is usually taupe and has a somewhat yeastlike smell 1. SALVATION SQUARE
and taste. 2. THE RAGGED CATHARSIS TEMPLE
3. EY’AI’S EMBRACE
The liquor is not very potent, but it is cheap to 4. CATACOMB CRATER
produce in vast quantities, making it a popular 5. THE ROTTING TOWER
inebriant for the poor and destitute. 6. BEGGARS COURT
7. FLEA PALACE
8. THE PESTILENCE
9. CISTERNS
10. CRIPPLETOWN
11. REFUGEE CAMPS
? ISIL’UN

4 2

11

10 5 6

3
11
1

8
9

11
EY’AI’S EMBRACE
However, others dismiss this as paranoia and believe that
instead it is a library of Llyhn’s secrets and back dealings,
In the shrouded alleys of Kimah, just off from Salvation kept so that Oyou can dredge up secrets many years old if
Square, lurks a place known as Ey’ai’s Embrace. From the he suddenly finds purpose. Some even say that Oyou sells
outside, it appears to be nothing more than a regular den this creature’s services, but only to the wealthiest of clients,
of vice. Harlots of various species call out to any that pass and at the price of utmost secrecy.
and the smell of hashish waft from behind the curtain that
obfuscates the stone structure’s interior.

Ground level
Inside, customers are led to plush cushions, encircled by
thick privacy curtains, and provided with delectable food
and company, all while being lulled by the constant playing
of rhythmic music to ease one’s mind.

Those with more coin are led deeper into the structure to 2
one of the many private rooms down below. The lower level
is a grid of private rooms, each furnished with a fine bed, 1
sitting cushions to recline upon, and private entertainment.
No matter the status of the individual, or their coin purse, a
visit to Ey’ai’s Embrace is a luxurious experience.

Ey’ai’s Embrace is run by an Im’Zu named Oyou. Oyou is 3


friendly and welcoming to all guests who visit; however, he
has been known to unleash his Talath thugs on anyone who
insults him or causes trouble. Oyou works hard to make sure
his clientele is perfectly comfortable and relaxed.

Oyou established a base of operations in the squalor of


Kimah in a mystery. Still, few question things too deeply,
as his den offers high-quality services at prices that Kimah

Lower level
residents can afford. Within Ey’ai’s Embrace the goods of
higher-class districts can be purchased by anyone at a far
lower price, alcohol, hashish, and pleasures. All one needs
to do is ask.

Beneath the surface, however, there is another commodity


for sale: information. Oyou uses all of his goods, influence,
and cunning to ensure that patrons are as off-guard as 5 4
possible so that they more easily loosen their tongues.

When patrons are fully relaxed and inebriated, his workers


start to unburden the clients of their troubles, problems, and
secrets. Information is what ensures that Ey’ai’s Embrace
stays profitable and guarantees that the various factions of 4
4
Kimah do not attempt to move without Oyou knowing.

In shadowy corners, rumours circulate that beneath Ey’ai’s 4


Embrace is a creature that Oyou uses to ensure that he gains
the most valuable secrets from patrons - a creature able to
extract memories and replace them with new, altered ones.
None claim to have seen the beast, but there is a room on
the bottom level guarded by two hulking Talath, which Ey’Ai’s Embrace
many claim lead to a creature’s den or possibly a dungeon.
1. STAGE
2. STORAGE ROOM
3. CURTAINED TABLES
4. PRIVATE LUXURY ROOMS
5. LOCKED ROOM

12
Nuum Sigg is the denoted leader of this militia of lepers. A
THE ROTTING TOWER
humanoid figure wrapped head to toe in linen, with different
deeds of justice scrawled on each piece. His species is
uncertain, but he frequently peruses clay tablets supposedly
Erupting from the ground and surrounded by dilapidated from Earth, relating stories of some mythical human figure
scaffolding and refuse, this ramshackle barnacle of a tower is known as King Sulayiman for wisdom and vision.
the base of operations for a leper militia that patrols Kimah.
Constantly collapsing and in varying levels of repair, the Unbeknown to most Nuum Sigg is not a name but a title.
Rotting Tower is becoming the lone source of justice and When a leper has replaced all his bandages with completed
protection for the lowest and weakest denizens. missions of justice, the current Nuum Sigg retires, and the
replacement inherits the ancient texts of King Sulayiman
Judi ciar hall for guidance.

Ailing lepers and similarly afflicted can seek an audience


with Nuum Sigg to solicit help and/or justice. If the request
is accepted, Nuum writes the task on straps of linen that
3 are then wrapped and attached to a piece of scrap metal,
known as a leper blade, which is then presented to a leper
militiaman who will complete the task. In exchange for this,
the denizen is asked to volunteer labour to repair the tower
2 and, sometimes in extreme situations, donate a limb or
1 extremity.

Sludge Companions are fist-sized lumps of slimy ooze of


a parasitic nature. A leper can have one to three of these
attached at any given time, slowly roaming over their
body consuming infected flesh, delaying the affliction, and
keeping the leper functional. The ooze is toxic to most
healthy creatures and is sometimes used as projectiles by
2
the militiaman if the situation is desperate.

The denizens of the Rotting Tower each adhere to a A sublevel


particular function within the faction. Leper Militiamen, the
most numerous denizens, are diseased justiciars following the
orders of Nuum Sigg. Each is equipped with a leper blade
and possesses what is known as a sludge companion.
4
A leper blade is a linen-wrapped, sharpened piece of scrap
metal that a leper militiaman is given when accepting
5
an assignment from Nuum Sigg. Upon completing the
assignment, the linen is removed and incorporated into the
wielders’ worn bandages as an insignia of achievement. The
scrap metal is returned for reuse.

Extremity Snatchers are the medics of the motley militia.


Known for replacing infected digits/limbs with whatever
is available, their primary purpose is pragmatism rather
than compassion. Food utensils and other tools are quite
popular as a replacement for lost limbs. If dinnerware is not 4
a militiaman’s preference, one of the novice grafters residing
deep within the tower can attempt replace an entire limb.
However, one does not know the provenance of the limb,
and sometimes they seem to have a mind of their own.
the Rotting Tower
Ooze wranglers reside in the sublevels of the tower. These
denizens farm the sludge from large, slimy vats in the dark, 1. GRAFTING AREA
dank cellar of the building, meticulously nurturing sludge to 2. SLEEPING COTS
survive apart from its original mass as a Sludge Companion 3. SNATCHER ASSEMBLY AREA
able to function when attached to a militiaman or other 4. SLUDGE VATS
recipient. 5. OOZE REARING AREA

13
Catacomb Crater ECHOES

After Salvation Square, the Catacomb Crater is undoubtedly This is a pleasure house of an unconventional variety. A long
the most sought destination in Kimah. hallway leads to a central crypt with seven alcoves converted
into salons furnished with loungers for the clientele to recline
A large section of underground crypts and catacombs and relax as they are taken on a journey in their minds.
collapsed, exposing many formerly buried chambers and
spaces to the open. Residents were quick to exploit this and The service on offer is a Mystic, adept in the art of inducing
establish parlours, drinking dens, brothels, and more obscure delusions, allowing the client to experience anything they
shops in the exposed chambers. want.

Catacomb Crater
1. ECHOES
2. NOOKS AND CRANNIES
3. TATTLER’S TOMB
4. THE SCREENED VAULTS
5. CARADH’S CRYPT
6. TAMIRAT’S TATTOO PARLOUR
7. AHAN-ARI-IMA-UUD’S STALL

4 7

14
The assigned Mystic broaches their surface thoughts to
THE SCREENED VAULTS
understand the experience the client is interested in and
then fashions a delusion to accommodate that desire.

The delusion can be anything imaginable: A few moments This large, vaulted chamber has become a bazaar of sorts
spent with a deceased lover, winning a gladiatorial bout, for killers and murderers peddling their unsavoury services.
soaring among the clouds, or whatever the client’s heart
desires - and their purse can afford. Draped in gloom, the open space is divided by wicker
screens, allowing clients to speak with their prospective
It is known that Echoes is a preparation facility for Mystics purveyor without revealing the identity of either. After
training to cater to aristocrats and high-castes in a similar but the Morning Palace bells signal the end of dusk, the killers
much more lavish establishment in Khameeliya. emerge from hidden alcoves to take their places behind the
As such, there are inherent dangers in the service, including screens.
calamities, but the Kimah clients are willing guinea pigs
because this is the only way to experience something beyond Each murderer sits masked, waiting for clients to approach
the hopelessness that is their life. to discuss targets, terms, and payment. Once an agreement
is reached and coins subtly placed in a small basket below
the screen, the client leaves while the hired killer remains.
NOOKS AND CRANNIES
Just before the bells of dawn ring out from the Morning
Palace, the killers leave collectively, concealing who might
have taken on assignments that night.
This establishment is an opium den offering cheap delights
for the craving populace of Kimah. The place is a labyrinthine
catacomb in the depths of the crater.

It has gotten its name because every nook and cranny is


stuffed with mattresses or cushions for clients to collapse in
their opium-induced daze.

While the opiates on offer are the cheapest and worst


available in Llyhn, the establishment is always crammed as
the destitute seek escape from the drudgery of their ordinary
lives.
Unsurprisingly, many succumb as they sink into inebriated KIMAH PLOT HOOKS
oblivion. It is rumoured that at least some of the clients
touted as dead have been taken and sold into slavery on • A new faction has emerged in Kimah, giving
faraway worlds. Ey’ai’s Embrace a wide berth, leaving the
owner Oyou in the dark about their plans
and aspirations. He leverages the characters’
TATTLER’S TOMB patron to capture a ranking member of this
new faction and bring him to Ey’ai’s Embrace,
either willingly or by force - he was nonspecific.
This small, former tomb is the domicile of one of the most
extensive spy networks in Kimah. • The characters are sent to Ey’ai’s Embrace at
the request of a patron, but when they exit
Ata is an industrious Im’Zu chatter broker who employs Ey’ai’s Embrace, three days have passed. What
countless spies all across the Kimah islet. happened during those three days, and why
If there is anything worth knowing, she is likely to know were they taken from them?
about it, and as she does not rely on an actual exchange of
information but on spying and prying, she has no qualms • One or several characters have contracted an
about selling any and all information she is privy to. awful affliction and hear rumours about the
Rotting Tower and its services. They learn that
Ata keeps several Wailing Vultures to gather news for her appealing to Nuum Sigg might reward them
and has been known to rent their services out to well-paying with a gelatinous companion cube to alleviate
clients interested in learning about the activities of particular their ailment.
individuals.

15
Kimah Gangs “When a rich lady slipped me something on one
of my tours through the magnificent city, the scum
of the neighbourhood was just waiting to snatch it
A variety of gangs haunt Kimah. These are some of the more away again...
prominent or notorious of the lot.
They left me covered in blood as fodder for the
vermin... how long I lay there, I cannot say, until he
THE SARRAQUM found me. And instead of taking away the last bit of
what I was carrying, as is customary, he took me with
him, bandaged my wounds, and offered me shelter
This gang of thieves and muggers has turf that borders until I recovered enough to set out again.
Salvation Square. They terrorize the local populace, having
thugs patrolling the alleys to extort and bully anyone they When I came to, I looked into kind, warm eyes that
encounter. gleamed bluishly. As a parting gift, he gave me food.
He wanted to give me more, but I refused...
Their trademark is stealing prized possessions and demanding
exorbitant ransoms to return them to the owner. They Those who carry too much are doomed to die in
sometimes accept assignments from clients if the payment is Kimah. A few weeks later, I saw him again, but he
good enough and the risk of reprisals is low. no longer recognised me and looked through me.
No trace of kindness left in his eyes, which flashed
Their hideaway is situated in a dug-out cistern beneath an scornfully and greenish in the sun.”
underground temple just north of Salvation square. The - A lost soul
disfigured temple gurus have a remarkable arrangement with
the Sarraqum. They sit in alcoves, preserving and guarding
the secrecy of the entrances in exchange for riddles, coins
and other perhaps more nefarious gifts.
SHIZHÛ SUDÉ

NAQAH’S GANG
The largest gang of the Beggars Court coalition. Under the
stern leadership of Tao Pa, the gang has grown to rival some
Lead by a sly trickster called Naqah, this gang is negligible in of the other smaller crews in Kimah.
size and turf compared to most others in Kimah. But Naqah
is not concerned about such things. Shizhû Sudé deals mainly in contraband, running lucrative
smuggling operations that keep them reasonably well-armed
The young Tihma gang leader deals mostly in secrets, and supplied. Tao Pa has managed to broker deals with a
rumours, and information, which does not require much few other gangs in Kimah, acting as a sub-supplier for their
territory or numerous thugs. more extensive operations.

The gang relies on a vast network of informants and chatter While Tao Pa chooses to remain the right hand for the
brokers to get opportunities and, if needed, leverage against Beggar King, he could become a contender for the power
anyone who threatens the gang. of the coalition should he wish.

Based in a cluster just off Salvation Square, Naqah sends his


spies and moles out to snap up little morsels of gossip across
the entire city. Very little goes on in Kimah, not to mention
Llyhn, that Naqah does not know about.

THE COURTIERS

These are the Beggar King’s chosen - a group of loyal


thugs and goons carefully selected to protect and enforce
the will of the self-styled ruler of Beggars Court and the
Flea Palace.
It is notable that a significant portion of the courtiers
are Talath-kin or other hefty halfbloods. The Beggar
King never goes anywhere without an entourage of his
courtiers at his heels.

16
Oi! this here
is my turf. . .
sod off!
- Kimah street thug

17
GISHTIL
Uhra
This gang is rather peculiar compared to the rest of the
Beggars Court gangs, as many are elderly or children.

Lihan Sarq, the venerable leader of the gang, sees an


advantage in taking in those who may not contribute directly
but whose presence generates loyalty and community among
the remaining members.

The gang is focused on protection, supplying muscle to local


vendors and peddlers for a cut of their earnings. Recently
Lihan established supply runs, trading in other districts and
distributing essential resources in Kimah, but only to those
who offer allegiance in addition to the coin.

Gishtil is the second largest of the Beggars Court gangs.


While Lihan Sarq disagrees with the Beggar King on many
topics, she appreciates the wisdom of remaining in the
relative security the coalition offers.

THE TATTERED

This crew of pickpockets and tramps is a relatively recent


addition to the Beggars Court coalition. They’ve claimed a
hall at the back of the Flea Palace with a massive stair leading
into the half-submerged crypt below.

As Akaks and other strange creatures occasionally emerge


from the stagnant water, the gangers have erected makeshift
palisades on the stairs to dissuade them from going upstairs.

The Tattered are not well-established yet, and mostly roam


about Kimah looking for easy victims while avoiding rival
gangs.

They have no designated leader and, grateful to have


been accepted as part of the Beggars Court coalition, are
collectively willing to go to great lengths to ensure the
approval of the Beggar King.
The gang initially made their name as muggers and robbers
of the prosperous, hounding the few locals that displayed
BUHRA TIANG wealth in any measure. Though Uhra has limited the practice
somewhat, this is still the primary income for the gang, at
least in the areas surrounding the Flea Palace and towards
The most notorious gang in the coalition is a band of other humans.
former sellswords and gladiators who have united under the
authority of Uhra, a sombre-faced and strapping behemoth The Buhra Tiang are only loyal to Uhra, and while they
of a man. remain in the coalition, acting as enforcers and protection,
this is only as long as he deems it worthwhile to do so.
Making their way through brute force, the presence of Consequently, the Beggar King spends significant amounts
the Buhra Tiang is largely responsible for preventing the of time and effort keeping Uhra content, to the chagrin of
Flea Palace being overrun by outside gangs. the other gang leaders.

18
Outsiders looking to join a gang must prove their worth
Beggars Court and appeal to the style and ability of the crew or gang they
seek to join before they are considered. Most who join find
themselves at the bottom of the pecking order and will have
The archaic ruins - now known as the Flea Palace - still to prove themselves repeatedly as the veterans push the
hold some of their former majesty. Although now cracked dirtiest and most dangerous tasks on them.
and crumbling, vast domes stretch towards the skies while
the massive outer walls of intricately carved interlocking New gangs or crews seeking to join the coalition must appeal
stones mostly still stand as a protective bulwark sheltering to the Beggar King and the other gang leaders, with strong
the various gangs and groupings within. traction from having a sponsor among already accepted gang
leaders. The Beggar King is the undeniable leader of Beggars
Who or what built this vast temple – or whichever purpose Court, but he is not foolish enough to ignore the opinions
it may have served in its time – is unclear. However, it is of the gangs as his grasp of power might quickly become
clear that the current occupants are diminutive and inept tenuous.
compared to its former denizens, as is evident by the lofty
ceilings, elevated gates, and oddly shaped structural patterns
comprising the various quarters. THE COURTYARD
Once ornate columns seem haphazardly placed, and strange
buttresses and edifices appear to serve no purpose yet can be The Gates into the courtyard are still as firmly set as when
found all over the structure, placed with occasional hints of they were abandoned, supposedly aeons ago. The only viable
some outlandish or fever-induced sensibility or flawed reason. entrance into the courtyard is over the rubble of a collapsed
corner of the outer walls.
Several vaulted annexes protrude from the main structure
with no discernible architectural consistency, perhaps once Both Shizhû Sudé and Buhra Tiang thugs act as sentries while
serving some ceremonial purpose unbeknownst today. The keeping a wary eye on each other following the rather overt
floors of the entire complex are uneven and occasionally internal struggle for dominion between gangs of the coalition.
slanted, yet it is not entirely clear whether this is from the
ravages of time or by some numinous design. The courtyard itself is filled with pitched tents and other
makeshift shelters. The Gishtil gang takes up a full half of
Beneath the vaulted halls lies a warren of catacombs built in the yard and an annexe opening onto the raised colonnades
a style similar yet different to the structure above ground. behind. Most elderly and children live in the interior area,
Several chambers are flooded or collapsed, making it unclear while the gangers and other men reside in the courtyard.
how big the original complex was. Rumours have it that
hidden chambers may be accessible with excavation, but Lihan Sarq and her close confidants live in a pavilion at the
the Beggar King and his cronies seem disinclined for such an bottom of the stairs leading to the colonnade.
undertaking, having enough concerns on the surface.
The remaining space in the courtyard is taken up by a jumble
Although broken and in ruins, the remaining structure of new crews and smaller gangs trying to establish their worth
appears oddly sturdy and resilient to recent neglect as if to the coalition.
unnatural or intentional efforts caused the sundering in aeons
past.

Traces of colossal bas-reliefs and murals can be glimpsed MAIN HALL


when studying the structure from afar, but their grand
proportions make them imperceptible when viewed up-close.
It is whispered that these murals perhaps change over time or This hall is enormous, with ornate columns interspaced at
look different to each one observing them, as no one seems odd, irregular distances and colossal stairs leading up to three
to agree on what they depict. raised wings.
Whatever the purpose may have been, the current occupants
care little for such considerations. While several portions of the wall and overhead dome have
crumbled, the remainder seems sturdy, and neither chisel
The Beggar King’s coalition comprises multiple gangs and nor pickaxe seem to bite into the mortar or stone. The main
crews that endlessly vie for position in the internal hierarchy. gate, made from an indeterminable blueish material, has
Most are looking for new members to strengthen their fallen off its hinges. It is so heavy that no one has been
position and are actively recruiting anyone who can do this. able to budge it from where it fell, and it remains a stark
Most are not even averse to luring members from rivalling reminder that this place was not built for humans or any
coalition gangs into their own. of the other species currently living in Llyhn.

19
The expansive space functions as a communal area where
those gangs and crews that have yet to secure a hall for “Mercenaries, explorers, vagabonds, seekers...
themselves can pitch their tents or whatever shelter they have
managed to scrounge. Atop the furthest flight of stairs stands They went on this mission even though everyone told
the throne of the Beggar King, from where he addresses the them that no light from even a single star would ever
entire throng of gangs when needed. reach this place...

No constellation of stars would ever promise them


IRIDESCENT SANCTUM good fortune...

No one knew what lurked there in the shadows...


This large and divided annexe has earned its epithet because
of the multi-coloured crystal dome bathing the interior in a But they refused to be deterred; too much was at
sea of different hues. stake. And it came as it had to come...

Depending on the time of day and the position of the suns, No one came back...
the room takes on different aspects. Oddly, it is occupied
by a gang which supposedly cares least for aesthetics, namely Then after a few cycles, rumour had it that he had
the Buhra Tiang. been seen. I immediately set out to see him myself...

The clamour of arms is constant as the former gladiators and It was him...
mercenaries train to preserve their skills and retain status
within the gang hierarchy. And yet again, he was not...

The inner sanctum, as the secluded and farthest section of Or let’s say, not the one who once went out...
the annexe is known, is reserved for Uhra and his closest
warriors and confidants. And while the outer sanctum is He...she... Whatever came back should have stayed
notionally open to outsiders, the inner sanctum is strictly there... It would have been better for him than...”
“by invitation” only.
- Recountings of an old friend

BROKEN SANCTUM

This is the largest of the annexes in the Flea Palace and - THE GALLERY
naturally – where the Beggar King resides with his courtiers.

A gaping hole dominates one of the outer walls and a This raised gallery consists of three chambers, including a
significant portion of the floor. However, the sanctum is so mysterious plinth and stairs leading into the crypt below.
high off the ground that it seems a terrace overlooking the While established gangs occupy the two outer chambers, the
district rather than a broken hall. chamber with the plinth and stairs have remained abandoned
until The Tattered claimed them.
A dilapidated throne on a dais of debris and rubble stands at
the top of the massive staircase to the sanctum. This is the Now and then, unnerving sensations emanate from below,
seat from which the Beggar King observes and reign over his and creatures from the depths can be heard scuttling about
subjects. Immediately behind the dais, a line of sizeable tents in the crypt.
are erected for the Beggar King and his courtiers.
Behind these, along the remaining wall and wide floor cavity, However, in a bid to prove themselves, the Tattered decided
are the tents and other dwellings of the Shizhû Sudé, the to dwell in the stair chamber and have resided there since
gang most closely allied with the Beggar King. despite several encounters with monstrous beasts ascending
the stairs.
Much of the dome above collapsed when the wall broke,
making this annexe the brightest and most airy in the Flea
Palace. Occasionally when the Beggar King straddles his
throne, he is bathed in sunlight coming from behind him,
giving him an otherworldly glow when beheld by the
assembled gangers below.

20
The Flea Palace
1. COURTYARD
2. MAIN HALL
3. IRIDESCENT SANCTUM
4. BROKEN SANCTUM
5. THE GALLERY
6. STAIRS TO THE CRYPT
7. THRONE OF THE BEGGAR KING
8. THE COURTIERS CAMP
9. SHIZHÛ SUDÉ CAMP 6
10. GISHTIL GANG CAMP
11. THE TATTERED CAMP
12. BUHRA TIANG CAMP

11

8 4

2
10

10

12

21
The
the PP esti len ce
estilence
This area is possibly the most shunned in the entire city
of Llyhn. No one recalls when the plagues struck as the
neighbourhood has been cordoned off for an eternity.

While neither consistent, sturdy, or tall, the makeshift


palisades surrounding the area are enough to keep the ailing
inhabitants trapped within while letting relatives or kind
citizens communicate and push supplies through.

A few provisional gaps have been made along the barriers


to push in outsiders caught with leprosy and other spreading
maladies. These openings are usually manned by Justiciars
from the Rotting Tower, ensuring that none try to escape
once they have come through.

As most inhabitants are either sick or dying, the whole ISIL’UN


quarter is crumbling and derelict. With a few rare exceptions,
all buildings are essentially collapsed ruins, with only the
blackened and mouldy outer walls still standing amongst the Isil’un is a well, a hole, a cave, a labyrinth; nobody knows
ubiquitous debris and corpses. for sure. A promise of liberation whispered from cracked
lips and desperate throats.
It is known that more than malady threatens those interred
within the Pestilence. Rumours abound about callous people Both myth and reality for the forsaken population of Kimah,
stalking the broken streets looking for targets to use in rituals Isil’un remains a popular joke for the higher castes of Llyhn,
or grotesque experiments – victims whose healthy limbs they a trope and an insult reserved to those that have no hope
can harvest, or even starving scroungers butchering corpses whatsoever. “Flushed to Isil’un” or “thrown to the-hole-that-
for meat. is-not-there” are colloquialisms employed to laugh at the
black fates of the dispossessed of the Eternal City.
It is rumoured that there is a hidden hoard somewhere
inside the Pestilence – a secret cache from an era before it Although said to be connected to the Djinn and the Void,
was consumed with plague and malady. Those of a cynical Isil’un remains a mystery regarding its exact nature, location,
disposition believe this is the only rational explanation for and true faculties.
anyone healthy entering.
Those in the know whisper that the key to finding Isil’un is
Still, a few factions, such as the Merciful Matrons, memory. The-hole-that-is-not-there is not recorded in any
occasionally send delegates to work inside the Pestilence, map. No guide can take you to the black cave - no compass
supposedly to ease the suffering of those interned within. points towards the hidden labyrinth.

Only the burden of memory can reveal the way. Only when
CISTERNS the weight of guilt is too much to bear when remorse is
overwhelming, and hope and joy are crushed under the
heaviness of memory will the well reveal itself to the ones
There are archaic reservoirs towards the centre of the area fated to find it.
where cloaked groups of people can regularly be seen moving
about at dawn and dusk. Those who have seen them claim Isil’un takes the unbearable burden of the ones it calls.
that they are surely not sick or dying Pestilence dwellers, It soothes the pain of remembering. It takes, and gives
for they move with strength and purpose. something back in return.

While it is possible that some species are immune to the The well barters one creature’s unbearable recollection for
maladies plaguing the Pestilence, the fact that they are another’s. An elderly human slave’s guilt can be exchanged
stalking the ruins at such odd hours only to disappear for an Aq’Jarea’s loss, an old Quth’s sorrow for the broken
altogether afterwards spawns gossip about secretive heart of a young woman from the Barrens. This results in a
factions using the shunned area as a haven for illicit creature leaving Isil’un relieved of its burden, but chained to
purposes. new regrets that do not belong and oft cannot be understood.

22
Creatures leaving the-hole-that-is-not-there are forever
changed by the loss of the original remorse and the exaction
of the alien grief. Newly acquired memories are not always ISIL’UN PLOT HOOKS
comprehensible, but always somehow distressing; eventually
affecting the host individual’s perspective and personality • A character tormented by regrets seeks out
profoundly. Isil’un and is relieved of their laments. However,
soon after, outlandish and disconcerting
More rarely, the burden is exchanged between a sentient memories flood the character. Or, one of
and esoteric species, which produces strange, disturbing, and the characters has already found Isil’un but
unpredictable results. Tales of humans knowing of Variin repressed the memory. Now alien remorse
compunctions or inscrutable Aml’nãqru hive regrets seem is growing like a cancer inside her psyche. In
to be accounts of utter madness and horror. But surely, such either case, visions of dark, disturbing secrets
is only tall tales. are revealed to the character between spells of
madness.
Be that as it may, stories of dreamy, hazy, starry-eyed
creatures mumbling incomprehensible truths spoken viva • The protagonists are contacted by an influential
voce abound both in Kimah and Dhaarese. And powerful entity and tasked with finding an individual
entities have been known to seek those that may hold claiming to have visited Isil’un and inexplicably
forbidden insight hidden in their memories. becoming privy to confidential information
about the entity.
Isil’un has no fixed location. Usually located somewhere in
the Pestilence, the entrance to Isil’un can actually be found
anywhere in Llyhn, provided that the desire to forget a
painful memory is sufficiently strong.

23
Cr i pp l eto w n
Crippletown
This area is largely mudflats with an amalgamation
MERCIFUL MATRONS
of makeshift shelters, tents, and other temporary
accommodations strewn haphazardly around it. As the
ground and anything on it is more or less constantly soaked
and occasionally flooded, dysentery and infections plague Merciful Matrons, or Mothers of Mercy as some call them,
those unfortunate to stay here. are a small sect of women who operate mainly in Kimah
and sometimes other decrepit areas. Primarily Ba’Waikh and
Crippletown’s residents are mostly refugees or outcasts with Human, their sole purpose is to ease the suffering of residents
no other recourse, and consequently desperation and despair and the dying in destitute districts.
run rampant. While most Crippletown dwellers are too weak
and emaciated to be worth the trouble for slavers, some see This work leads to blood and other fluids and filth that never
potential in exploiting the masses gathered here. entirely washes out of their pallid gowns, slowly dyeing them
deeper shades of mottled greys and ruddy tones. Their garb’s
grubbiness is considered an implied badge of honour and
REFUGEE CAMPS a sign of the veterancy of a matron, as they rarely replace
them.

Countless small camps of refugees are found all over This is not to say that the veterans are sought out for their
Crippletown, including some with human migrants. experience – quite the opposite. Years of caring for and
Desperate to leave the area, these impoverished people are euthanising the sick, wounded, and diseased makes them
often willing to do almost anything for a chance to escape more callous, so it is often those in pure pallid gowns,
their current predicament. bursting with naïve compassion, that are most sought.

As a result, unscrupulous recruiters and questionable Matrons often have rudimentary physician skills, but their
personages stalk the camps looking for people to entice and aim is not to cure and nurse to health. Rather, they carry
exploit in atrocious tasks and conditions that at first glance various vials of drugs that dull pain, induce euphoria, and
seem better than remaining in Crippletown. even gently kill. They bring peaceful death to those doomed
to a painful, tormented end. But as they grow more jaded,
the mercy is less tender and more of a quick drugging and
a slit throat to end the ordeal for both sides - dark angels
BROTHERHOOD OF THE SACRED SUNS
in a dim place.

There is no solid organisational structure among the Matrons,


These religious fanatics are a recent addition to the desperate instead they operate a sort of apprenticeship system. Those
crowds of Crippletown. However, while most others are here rare souls seeking this life follow the tutelage of a senior
because of necessity, these zealots are here by choice. They member, mostly learning the sources and uses of the various
claim sinners will be cleansed by fire, and that this place is drugs and rites for various species in the lower districts that
rife with sinners. seek their service.

They are on a hallowed mission from the suns to rid


Crippletown of its dregs and claim that if they do not cleanse
at least one sinner per day, the suns will not rise the following
dawn.

Most residents simply scoffed at them until the cleansings


began…

Too famished and feeble to fend off the zealots, the


Crippletown dwellers now flee or hide whenever the
brotherhood procession stalks around the mudflats.

24
One activity of note is their relationship with the Akak, with
whom they have better rapport than anyone else in Llyhn. It
is a macabre arrangement in which the Matrons bring corpses
of past patients to the warrens in Kimah in exchange for
milking lactating Akak females.

Since the Akak are birthed with teeth making nursing nearly
impossible, and do not produce enough milk to be of use as
food anyway, the only use is its curative properties. When
adequately prepared, the milk can fend off the deadly rot
transmitted by Akak bites and other infections.

While it can be consumed raw, it is a foul liquid and


preparation into a poultice for use on a fresh wound, or a
general curative elixir is the most effective use.

The Matrons do not actually use the curative milk but trade
it with other peddlers for the substances they do employ
in their work. It is a strange combination of mercantile and
ecosystem activity that has found a grim balance in the fetid
district.

25
Notab le Ppeople
Notable eople of
of Kimah
Kimah
Khaz Ra’Gor
THE MULTI-FACETTED MAD JE’EHL
Stories of sick people who seem to be possessed by various
daimons or djann are told all over the Cosmos. Is this simply
a mental illness such as multiple personalities sharing a vessel
and struggling for the upper hand - much to the detriment
of the poor soul who is at the mercy of it. Or are there truly
esoteric powers at work?

Khaz Ra’Gor, at first glance, shares such a fate. The Je’ehl


himself only knows that he regularly wakes up without
memories of the last hours, days or weeks. He often finds
himself in strange clothes or even stranger places - or very,
very odd situations that he just wants to escape from. He
often stares desperately at objects in his possession that he
does not know how got there and just wants to get rid of
quickly.

Those who spend extensive time with him may notice that
the personality changes seem to follow a particular pattern
rather than being entirely random. It is bound to the stars of
a particular world, the knowledge of which, however, eludes
the protagonists without further study...

To the locals, Khaz Ra’Gor is just another lunatic stranded


in the streets of Kimah. Yet he has many faces, which
have earned him his moniker. The “dominant” personas
encountered are Zheerion, the priest; Quezz, the
Khaz Ra’Gor
“merchant”/thief; and Kuzuh, the ancient one. Those who
were lucky enough to survive an encounter may also mention AGILITY 3* HEALTH 29
Zhamaar, the Blade, a killer with few scruples and to whom AWARENESS 4* SIZE Medium
life means less than vermin stepped underfoot. STAMINA 4* MOVE 7
No one - not even he - can say how many personalities
inhabits his body. STRENGTH 5* WEAPON Varies
INTELLECT 3* REACH Varies
Despite Khaz Ra’Gor being perceived as a lunatic, older
PERSUASION 6* ATT SPEED Varies
beggars treat him cordially but with veiled anxiety. Once a
personality reared its ugly head and a whole district burned… PRESENCE 5* DMG Varies
WILLPOWER 5* DV 7*
APPEARANCE: Except for horns of a considerable length -
giving his face something stately and a natural authority - he PROTECTION 2
is largely indistinguishable from regular Je’ehl. Only his eyes
deviate from the usual white-gold of his species; they seem
TALENTS/ Amnesia and multiple personality
to shimmer and shift hue depending on which persona is
FLAWS disorder.
currently prominent.
ATTRIBUTES Four eyes and small horns.
MOTIVATION: Each persona has its own set of goals PRIMARY Varies depending on the prevalent
and motivations, but all personalities see themselves as SKILLS: personality.
outcasts from society, as pariahs. What other conclusion
can be assumed when one is constantly approached by EQUIPMENT Different costumes depending on the
strangers pretending to know one, demanding that personality.
promises have been made, flinging wild accusations, or *Varies by up to two (2) ranks depending on the personality.
wondering why one does not recognise them?

26
GARB: The garb of Khaz Ra’Gor reflects the predominant
persona of the moment. Sometimes he wears bright white- Adi
blue robes, at others, leather pants with loose falling linen
shirts, whose wide sleeves are plenty of room for hidden
objects. Then at other times, he might wear inconspicuous The runt of his litter, the Talath Adi was abandoned by his
brown tones... or simply what everyone else wears to avoid species soon after he came into this world.
attention. Cast aside and left to die on the filthy streets of Kimah,
he was found by an elderly human woman named Hirabai,
HOME: He has withdrawn himself from society and resides who raised him compassionately until her death during his
in a small lodge in the Kimah district. adolescent years.

QUIRKS: Each persona display different quirks and After Hirabai’s unforeseen death, Adi tried to find a home
weaknesses. among his own species. He was readily rejected due to his
appearance, higher level of empathy, and preference for
contemplation over impulsive action; qualities that had led
Hirabai to suspect there was some measure of human blood
POSSIBLE KHAZ RA’GOR ENCOUNTERS: in him.
Consequently, other Talath find Adi to be slow, soft, and
• The protagonists may experience or witness weak, which is reflected in the nicknames he has been given
several encounters with different personas of among the local Talath packs.
Khaz Ra’Gor and realise that he is not mad
but that there is a mystery behind his erratic Whereas many Talath do not seem to have the ability to
behaviour: What happened? And where did it adopt other species’ social customs, coming off as blunt or
happen? Every personality seems to know only brutish, Adi’s conduct is nearly the opposite.
a fragment of the truth, and not all personalities
are willing to share theirs because it hurts. They Though generally somewhat quiet, Adi has an uncanny
do not want to give it away for free, or they do ability to “talk the talk” and seems to get along with other
not understand that there is something odd with species better than his kin.
them. In his possessions, the characters find a
map/chain/clue that leads them on the trail of A pariah among the Talath and having fostered no real
the mysterious mission. Perhaps this will lead connection with anyone other than Hirabai, Adi found
him to salvation...or eternal damnation. himself taking low-paying assignments as a bodyguard or
escort for humans, for whom he has an almost unnerving
• An encounter with Zheerion could lead to affinity. Adi has no grand desire other than to help those
a request that the protagonists investigate a who seem to be suffering, as he was helped, and browbeaten
mysterious person following him. Zheerion people are always happy to have cheap muscle at their side.
claims to be suffering from amnesia but has
gathered a few clues and asks the players to APPEARANCE: Adi is about two cubits shorter than the
investigate. In the end, it turns out that he is average Talath and does not appear to be quite as muscular,
chasing one of his own personalities. though it is hard to say for sure. Adi’s skin is closer to brown
than red and his tufts of fur are more orange than brown.
• The characters could be duped by Quezz and His fur is lighter in hue than his skin, and it covers nearly
later track him down - but he denies everything. all of his body.
The characters cannot help but think that the
person is either an exquisite con man - or that MOTIVATION: Motivated by undying gratitude for
a terrible hidden truth is behind this behaviour. Hirabai’s kindness was – he considers her a light in the dark
city of Llyhn - Adi has made it his life’s mission to offer
second chances to those who would be snuffed out or cast
aside without a second thought.

GARB/EQUIPMENT: No stranger to conflict, Adi has


discovered the necessity of being well-armoured. He wears
greaves and bracers, as well as a studded leather shirt.

He carries a courier bag, stuffed with survival necessities


for any situation, around his waist. He is armed with
his adopted mother’s staff altered into a halberd-like
weapon. Members of the Feeradani Enclave may likely
recognize some of the symbols carved into the blade-end
of the halberd’s staff.

27
HELPERS: Adi can occasionally be seen in Channa of The
Tattered’s company, and has garnered multiple connections
stemming from the last decade of his employ as a cut-rate
Adi
bodyguard for humans and other downtrodden species.
AGILITY 3 HEALTH 43
HOME: Though the exact location of his home is unknown, AWARENESS 2 SIZE Large
he is believed to dwell somewhere between Salvation Square STAMINA 5 MOVE 7
and Beggar’s court in Kimah, as he can most often be found
around one of these two locales. STRENGTH 6 WEAPON Halberd (+4)
INTELLECT 2 REACH Near (4)
QUIRKS: A Talath’s passion often exceeds its logic. Though PERSUASION 3 ATT SPEED 0
most Talath will not hesitate to rage barbarously and selfishly,
Adi will often put himself into harm’s way to save others, PRESENCE 3 DMG 2D6+4
even strangers. WILLPOWER 4 DV 6
PROTECTION 5

TALENTS/ Explosive force, adaptability, and


FLAWS primitive.
ATTRIBUTES Large, tough hide, and digitigrade
legs.
PRIMARY Socialize [3], halberd [4], and
SKILLS: streetwise [4].
EQUIPMENT Halberd, studded leather, greaves,
bracers, bag, provisions, survival gear
and various personal effects.

ADI POSSIBLE ENCOUNTERS:

• Adi may discover the characters being harassed


or struggling in combat and intervene to aid
them because of his affinity for humanity. If the
characters bond with Adi or he is sympathetic
to their cause, he may even be willing to assist
further and become an ally.

• The characters may encounter Adi among


the mercenaries chartering their services near
Salvation Square or the Beggar’s Court and
hire him as affordable protection. Adi has a
reputation for being amenable to humans –
even giving them discounted rates – and may
be recommended by other mercenaries.

• Adversely, Adi may be hired by another group


of humans working against the characters.
Though Adi is reluctant to end any human life,
he will not hesitate to incapacitate the player-
characters or prevent them from achieving their
aims as instructed.

28
He is often accompanied by his friend, an elderly Ka’Alum
Faang who goes by the name of Rashdan. The Ka’Alum saw Faang’s
potential at an early age and decided to devote time and
resources to him in the hopes of mutual benefit along the
DESCRIPTION: Faang of the Kormaak is a bounty hunter. way. Over time relationship between the two grew beyond
He lives by a code of honour supposedly passed down in the initial liaison and developed into a strong friendship.
his family through generations. He pursues only those he
deems guilty, refusing to fight anyone he believes weaker As Faang is very much a wanted person by the reigning
than himself, and rejecting unjustified killing. leadership on Raseri, he has a small secret house hidden
deep in the squalor of Kimah. It is from here he operates
As such, he preferably catches his targets rather than and contemplates how to achieve his ambition of reclaiming
execute them – a stark contrast to the practices of most of his throne.
his associates.
APPEARANCE: Faang always seems to scowl as if expecting
Despite this rather odd code of conduct for a bounty hunter, treachery at every turn. He is just above four cubits tall with
he has a reputation for consistently delivering his targets. This golden skin and has a glaring scar across his solemn face.
puts him among the most respected and despised of his kind His sharp features, ripped and muscular body, and grandly
across multiple Cosmic worlds. upright hair makes him cut an imposing figure as he strides
Faang is superficially similar to humans, only taller, broader through the alleys of Kimah.
and with golden skin. Unlike most of his kind, he is usually
quiet. When actually does converse, it is in short, softly GOALS/MOTIVATION: Faang is mainly driven by his
spoken sentences. desire to reclaim his throne. However, as he bides his time
and plans for his ascension, he has found meaning
The Kormaak species repeatedly evolve throughout their in ridding the Cosmos of renegades and traitors
lifecycle, and their physiology is affected by their mental upsetting the rightful order of things.
capacities. As such, Faang’s temper may involuntarily
incite a rage-fuelled condition, significantly increasing GARB & EQUIPMENT: When on a bounty
his physical capabilities for a limited amount of time hunt, Faang wears sturdy armour, fabricated
but at the loss of control. This, combined with in a style reminiscent of that found on his
his armaments of outlandish weaponry and ancestral homeworld, and he carries a
exotic artefacts garnered on his travels, massive glaive forged from an exotic
makes him a formidable opponent for any metal.
outlaw and personage with a price on their
head.

Faang was born in exile, and unbeknown


to most, he is the rightful heir to the
throne of Raseri, his ancestral homeworld
– a place he has never been. He is the
last surviving member of the former
ruling family, which was dethroned
and fled from the raging mobs,
burning and pillaging the royal
citadels across the world. He
has sworn to reclaim what
is rightfully his and do
so without unwarranted
bloodshed - following his
honour code.

He spent several years as


a pit fighter, honing his
fighting skills and making
a name for himself. He
Dead or
later took up the mantle alive?
of a bounty hunter, sworn
to rid the Cosmos of
miscreants and wrongdoers.
the choice is
yours!

29
His loose garments and cloak hide a multitude of smaller
weapons, outlandish paraphernalia, and useful tools. POSSIBLE FAANG INTERACTION:
ALLIES: Faang’s only companion is Rashdan, an elderly • Should the characters become outlawed,
Ka’Alum supporting his claim and aspirations towards the Arbiter can use Faang to hunt them and
reclaiming the throne of Raseri. bring them in. As Faang seeks to deliver them
alive, the characters would have a chance to
DOMAIN: Faang retains a small, unassuming abode well- learn about his history, convince him of their
hidden in Crippletown. innocence, try to escape and perhaps find a way
to remove the bounty placed on their heads.
QUIRKS/WEAKNESSES: He struggles with his passionate
yearning for vengeance, opposed by his self-imposed code • Faang may interact with the characters in
of conduct, demanding that he set aside selfish desires. his scheming to retake the throne of Raseri,
Sometimes, in the heat of battle, Faang’s temper gets engaging them to acquire resources or
the better of him. He is unable to restrain himself and information for him.
is overcome with a sadistic thrill of bloodshed, losing all
control. • The characters may even employ Faang – if
they accumulate enough wealth – to track down
people they are looking for. Or they may be in
competition with him, hunting the same outlaw.
Faang
AGILITY 3 HEALTH 32
AWARENESS 4 SIZE Medium
STAMINA 4 MOVE 7
STRENGTH 6 WEAPON Glaive (+6)
INTELLECT 3 REACH Near (4)
PERSUASION 3 ATT SPEED +1
PRESENCE 3 DMG 2D6+4*
WILLPOWER 3 DV 8
PROTECTION 7

TALENTS/ Strong grip and fanatic.


FLAWS
ATTRIBUTES Night vision.
PRIMARY Polearms [6/ swiftness & disarm
SKILLS: specialist], survival [4], streetwise
[4], and scholastic lore [5].
EQUIPMENT Exotic glaive [razor sharp], lamellar
armour, greaves, bracers, various
personal effects.
SPECIAL A rage-induced condition brings on a
sadistic frenzy, temporarily increasing
Strength and Stamina scores by two
and inducing an exhilarated rate of
regeneration. The rules for Frenzy
apply (core rulebook page 148) while
Faang remains in this state, with the
exception that he employs the “All-
out attack” manoeuvre if only facing
a single opponent.
*Razor sharp: Cause minor bleeding wounds.

30
31
The
Voidfar er’s’s
the

Travelogue
voidfarer

--
travelogue

Dhaar
D ese
haarese
32
33
D haa r e se
CHAPTER:

Dhaarese
The Dhaarese district is – in the eyes of some – the life-nerve
of the Eternal City. Here the bulk of the massive Red Galleys
Dhaarese
and other prominent Void vessels put into port, unloading
their cargoes of rare and exotic substances and artefacts 1. THE STOCKS
from faraway worlds as well as ordinary goods, foodstuffs, 2. HANAT MERAH GRANGE
and base necessities. 3. ANG MA TRIUMVIRATE
4. THE QEUL RANCH
There is coin to be made and sights to be seen among the 5. THE WAREHOUSE DISTRICT
wharves, silt flats, shallows, and dust plains strewn with 6. HALL OF CONFISCATED GOODS
ramshackle buildings. The district draws Voidfarers from near 7. NIO CONSORTIUM STORAGE
and far and teems with life from every corner of the Cosmos. 8. TEMPLE OF NINAZU
There are five primary areas in Dhaarese, each with its own 9. THE CRIMSON CURTAINS
distinct ambience and breed of residents. 10. THE WHARVES
11. TITHE OFFICE
On the outskirts of the district, bordering the Barrens, are 12. NIOS CONSORTIUM
the Stocks: a massive area comprising multiple ranches, with 13. AYTYA’S COINAGE
associated pens holding slaves and the bulk of the livestock 14. THE AMMOLITE CHAIN
keeping the upper echelons of Llyhn supplied with meat of 15. JAWS
most any imaginable type. 16. RED GALLEY MARINA
17. SHIPYARD
Inside the stretch of pens lie the Forges, the heart of the 18. SAEMRIN’S SHIPYARD
Eternal City’s manufacturing capability. The area is swathed 19. THE MIDNIGHT MARKET
in smog from the kilns, foundries, and forges and generally 20. ITHUAX’S PUPPETRY THEATRE
avoided by those who have no business there. 21. AK’ANI’S BAZAAR
22. SHALLOWWATER
Shallowwater is an impoverished area on the islets and 23. TINGLAN’S TEA LEAF
shoals at the river’s edge, mostly made up of ramshackle 24. NAQIN’S PLEASURE PARLOUR
accommodation. Outwardly this area holds little of interest 25. FEERADANI ENCLAVE
even for those who subsist here. 26. THE FORGES
27. THE MALLET
Between the Forges and the harbour is the Warehouse 28. THE CRIMSON BLADE
district, a sprawling swath of structures holding the goods 29. ATRAHASIS LAIR
and wares offloaded from the constant stream of Void ? VAGABOND’S AERIE
vessels. Some belong to consortiums or merchant houses,
while others are independent, catering to freelance traders.
Along the river shore lie the Wharves, a mishmash of
consortium headquarters, tithe booths, shipyards, re-
fitters, and everything imaginable needed to manage a vast 20
mercantile harbour, its labourers and vessels.
19

The Stocks 21

An incessant din of blaring, yapping, and braying assaults


the senses long before one sees the first pens of the Stocks,
while the acrid stench of dung, piss, and wet fur leaves
a distinct scent of ammonia. The Stocks is possibly the
largest gathering of livestock, beasts of burden and other
domesticated animals found anywhere in the known
Cosmos.

34
The area stretches roughly the entire width of Dhaarese, Paddocks, pens, and enclosures stretch as far as the eye can
effectively shielding the district from the Barrens and see with a few of the grander homesteads towering over the
dark jungles beyond as a jumbled boundary of fences and fences and barriers dividing the various estates.
enclosures.
The countless hooves of livestock endlessly coming and going
The paddocked area is largely flat, sloping gradually towards has churned the wet ground into a muddy mire everywhere.
the river, making the vast patchwork of pens and paddocks Several major ranches dominate the expanse, while numerous
visible from the towers of the district proper. smaller homesteads and minor houses skirt the main corrals.

2
1

26
23
29
28 24

22 25
27

8
9

7 17
6
18

13
16

11

10
12
14

15

35
Each ranch owner divides their estate following their own
ANG MA TRIUMVIRATE
tradition and inclination, and whatever suits their prevalent
breeds of livestock. This makes the entire countryside a
gigantic bedlam of oddly shaped, constructed and maintained
fences, pens, and other structures to corral, hold, and The ranch simply known as Ang Ma - from its proprietors
process the sundry beasts, livestock, and slaves. - was built recently on the Barrens in the outskirts of
Shallowwater. It lies precariously close to the advancing edge
Auctions are held at dawn and dusk in large open spaces on of the jungle and faces a significant threat from night-time
the crossings between the Stocks and the Forges. predators stalking the outer paddocks.
A typical auction is devoted to a particular type of livestock:
draft animals, riding beasts, and so on. A plethora of smaller The ambitious triumvirate of Huyn who established the ranch
pens hold the animals as handlers from the various ranches have substantial funds to support their endeavour and spare
herd them to the plaza for buyers to peruse. little expense in hiring muscle to establish their claim on
the land, fend off trespassers and guard against carnivores
The more prosperous ranchers usually retain the pens closest preying on their livestock.
to the auction stage, while the smaller, less affluent livestock
farmers are further away. Their sense of pragmatism and efficacy has quickly enabled
them to show themselves as serious contenders in the
district, and their holdings have expanded quickly. Some
of this expansion has been outwards whilst most has been
HANAT MERAH GRANGE
by encroaching upon pre-existing neighbouring farms and
purloining parts of their lands.
The most prosperous of all the ranches in the Stocks is Because of this, they have endured multiple feuds with
owned and overseen by Fsial, a colossal Shirr who has resided neighbours, ultimately expelling the owners of several smaller
in Llyhn for as long as anyone cares to remember. farmsteads and absorbing their lands into their own estate.
So far, this has not drawn the attention of the major ranches
The ranch consists of four massive buildings surrounded in the stocks, but smaller farmsteaders nearby fear for their
by palisades to defend against roaming beasts from the future as the power balance shifts.
surrounding jungle and potentially uprisings from the slaves
enchained on the grounds and surrounding paddocks. A The Ang Ma deal mostly in riding animals such as Pethala
veritable army of herders, stable hands, and sentinels ensure and riding beetles but retain a few paddocks of other species
the smooth handling of the ranch and livestock crowding as well. Neighbours claim they breed sludge rats and other
the enclosures. vermin in underground pens to sell as foodstuffs across the
district and in Kimah. They have looked into the slave trade
Fsial is rumoured to be a jovial but concurrently callous but have so far deemed that the additional cost of handlers
master towards his charges as well as his attendants. He and guards make it unfeasible for the moment.
is not deliberately cruel but does seem to lack empathy,
considering only his own interests and dealings. He considers
others a resource, labour provider or commodity, nothing
more. As such, any generous behaviour stems from his
THE QEUL RANCH
notion of profitability, maintaining or enhancing his assets,
not a sense of compassion.
This ranch is not noteworthy for its size or particularly for its
Hanat Merah Grange is known for its Marud oxen. Several owner, but primarily for the creatures it holds. The estate is
massive enclosures are kept solely for these beasts and Fsial rather small, but the paddocks are constructed to keep only
takes immense pride in having the largest most impressive the more exotic and rare domesticated species.
Marud bulls in the Eternal City. The aristocracy in Penda’Rinn
or Khameeliya often buy the finest bulls for grand blood Although not restricted, the Qeul ranch has a longstanding
rituals. Other domesticated animals bred and kept in Hanat collaboration with the Ghurayb guild of Khameeliya,
Merah include draft beetles and red-backed Tipars. often holding the specimens needing more space than the
guildhall’s plots.
The ranch regularly holds stocks of slaves, though it has
no designated area for them. They are kept collared or Because many of the creatures held here are not simple
manacled to posts or fences haphazardly around the farm, grazers, the pens often feature tall, reinforced fences or even
and occasionally in the same pens as the lowlier livestock substantial barriers to keep the beasts safely inside, and outer
or other domesticated animals. enclosures resemble palisades and fortress walls more than
fences, suggesting the worth of the creatures kept inside.
This somewhat makes the Qeul ranch more like a menagerie
than of a ranch.

36
Although the place is generally meant for storage, not
for display the pens are connected by elevated walkways
allowing handlers as well as prospective buyers to view the
beasts safely from above rather than at eye level where
their presence might agitate some of the more aggressive
specimens.

Although Qeul has a highly skilled crew of sentinels and


handlers, the Ghurayb guild guards are always part of the
contingent protecting the ranch when guild specimens are
held there.

Qeul is one of the few ranches with the capacity and


construction to hold predatory beasts, and it does so
regularly. The overall assortment frequently changes Qeul
tend to keep specimens of Kapagoi, Sorq, Nathaliin and
Akopi in stock at all times.

Warehouse District
A substantial area of Dhaarese comprises granaries, depots,
STOCKS PLOT HOOKS
and warehouses holding the goods and commodities arriving
from all over the known Cosmos. Several blocks deep, the
• A particularly rare specimen has escaped its
warehouse districts surround the wharves and harbour areas
pen in Qeul’s ranch and somehow finds itself
like a border separating it from the workshops, forges,
in the clutches of the protagonists, or facing off
foundries, and other inland production areas.
against them. Irrespective of how that encounter
resolves, the handlers of Qeul soon arrive at
the location, and threaten the protagonists with
repercussions if they do not secure the beast. HALL OF CONFISCATED GOODS

• The protagonists become embroiled in a


boundary feud between the Ang Ma triumvirate This massive and fortified warehouse holds contraband and
and their aggrieved neighbours. The characters other commodities declared illegal and seized by the Jinassar
can be on either side of the quarrel. The and civic guards around the city. The three-storey building
farmers are looking for outsiders to sabotage or is constructed of heavy masonry and contains only one
undermine the efforts of the triumvirate. They apparent and heavily guarded entrance.
are willing to pay well but cannot be implicated
in the efforts for fear of retaliation. The Ang Ma According to local lore, nothing that comes in ever leaves
triumvirate is employing people to sustain their again, and rumours say immeasurable riches and goods are
efforts to expand their holdings. They care not kept inside. Perhaps because of this, the corpses of several
whether it is unoccupied and contested lands would-be thieves hang in gibbets outside the building to warn
that are annexed. Their coffers are full, and they off intruders.
are well-connected to numerous affluent Huyn
enclaves around Llyhn and colonies across the
Cosmos. STORES OF THE NIOS CONSORTIUM

• A recent contingent of human slaves has arrived


at Hanat Merah from an unknown world. The This rather sizeable storehouse belongs to the Nios
group, strangely, includes several elders who Consortium and holds all its goods brought in before being
may be old enough to be Earth-born. Their age sent to bazaars and marketplaces around the city. Staunch
denotes them as poor labour, so why is Fsial sentries protect the property; the Consortium is not known
interested in them, or is he merely holding them for its leniency towards those who dare cross or try to
for another interested buyer? steal from them.

As the Consortium deals extensively in herbs and spices


of both ordinary and esoteric nature, a heavy aroma
permeates the entire block.

37
This is a bustling compound; life in Llyhn is rough on the
TEMPLE OF NINAZU
poor, oppressed, and destitute low-caste folk. At all times
of day and night staff members in blue-green robes tend to
the ill and injured crowding the temple complex.
Despite being flung through the Void far from home, humans
have carried their gods and healing traditions with them. Caretakers, midwives, and herbal apothecaries make up the
Nowhere is this more exemplified than in the Temple of bulk of the staff on hand, while Asu and Asipu oversee, and
Ninazu in Dhaarese. prescribe and administer treatments. Asu physicians treat
illness or injury empirically, and Asipu healers rely on more
The Earthly deity Ninazu is associated with serpents, the esoteric means - what many perceive as divine blessings or
underworld, and healing. The serpents symbolize regeneration “magic”. These practitioners work separately on the same
and transformation because they shed their skin. Ninazu, patient population, “wharf rats” and the other hard-knock
as depicted with serpents, is simultaneously associated with folk of Dhaarese. While distinct in their methods, they often
health and healing (the continuation of mortal life) as well consult each other in complex cases.
as death and dying (the life that comes after).

Hidden in a blind alley at the back of several large


warehouses, the temple is not easily noticeable. Entering Temple of Ninazu
through the main gate, visitors are greeted by an enormous
circular stone portal carved in the image of a snake eating its 1. INNER TEMPLE COURTYARD
own tail. Sconces throughout are shaped like a flaring cobra’s 2. MORGUE
head, and many larger floor-mounted torch-stands are carved 3. RECEIVING ROOMS
and painted to resemble snakes. 4. BATHS
5. TREATMENT CHAMBERS
The cobblestones of the inner temple resemble the pattern 6. STAFF QUARTERS
found in snakeskin. A grand statue of Ninazu towers in the 7. APOTHECARY
centre of the complex. 8. PRIVATE ALCOVES

5
4
6

38
The Principal Asu, in conjunction with the Principal Asipu,
jointly oversee the business of the temple. The Asipu can Crimson Curtains
be identified by their strange and wonderful hats. Their
principal, Asipu Ipqu-Aya, is an eccentric and extraordinarily 1. ENTRANCE
competent healer who, for reasons unknown, demands a lot 2. VESTIBULE
of time alone in his personal Oratory. 3. SEATING
4. STAGE
The Asu are often found with implements and healer’s tools 5. STAIRS TO DRESSING ROOM
in hand. Their principal, Asu Ea-mukin-zeri, is a cold and
distant practitioner who thinks that his partner Ipqu-Aya is
negligent in his Temple duties.

Within the temple complex itself is an apothecary shop,


bathing pools of various temperatures, and specialist halls
where massage, cupping, acupuncture, scraping, and other 4
therapeutic practices are performed.
5 5
The head apothecary, Rimush Adapa, is a sanguine young
man who welcomes all newcomers to the temple. He serves
as a custodian but is an accomplished herbalist in his own
right.

Individual alcoves line outer hallways, creating wards for


those in need of long-term care. Curtained nooks give
privacy to the suffering. Caretakers busily mill about this
area as they attend to the chronically and severely ill. There
is a small morgue on site as well.

Head Caretaker Makru Shraz is constantly overworked by


Ea-mukin-zeri, so she secretly harbours a longstanding hatred 3
of the man.

THE CRIMSON CURTAINS

The Crimson Curtains, deep within the warehouses of


Dhaarese, is an old ramshackle theatre, the rundown husk 2
of some former vision to elevate the district beyond the areas
around it. Its wood is stained and cracked, its paint bubbled
and peeling, and even the drapes that give the building its 1
name are faded and torn.

Despite its decrepit appearance, this theatre still operates, stayed running for so long. He is rarely seen in public, and if
though at seemingly random times and only for short approached will simply turn and walk away when possible,
periods. Plays, when they are presented, are generally or simply refer people to Mama Meerah when not.
regarded as worse than the building they are performed in,
although every performance seems to attract a rather sizeable The plays put on by the Crimson Curtains were devised to
crowd. Whether these patrons are dedicated supporters of be able to showcase slaves that other markets could not
the arts, curious to see the travesty or are there for some or would not sell. This may be species that are typically
other nefarious purpose is anyone’s guess. above being made slaves, or beings of position or authority
that certain interested parties may pay exorbitant sums to
The public face of this theatre is a rather old Oord known as obtain.
Mama Meerah, who appears as gaudy as her establishment
with tarnished costume jewellery draped all over her body. All players are slaves, forced to obedience by threats or
She is fiercely proud of her theatre and does not take by the influence of Mystic forces, and all are for sale to
criticism lightly. the highest bidder in a blind auction. Should anyone in
the audience wish to make a purchase, they must write
There is another owner, though; one the public does not a review on pieces of vellum distributed by the entrance,
know about. Pel’Karj, a very secretive Ka’Alum, operates extolling the particular actor’s virtues.
the less legal side of the theatre and the real reason it has

39
To make a bid, some form of identifying signet and bidding
marks are noted on the back of the vellum, each indicating WAREHOUSE PLOT HOOKS
100 copper dhin. The theatre contacts whoever bids highest
to arrange transport of their acquisition. • At the temple of Ninazu rumour has it that
Principal Asipu Ipqu-Aya is dabbling in grafting
The building’s interior is even worse than the outside. and clandestine practices, using the temple to
Rows of seats line the floors, some obviously replaced, and mask his endeavours. This has staff on edge and
others left only as empty spaces. The stage is small, barely tight-lipped these days.
deeper than a Talath is tall. A few ushers roam the aisles
offering limited refreshments during performances, as well • Various factions view the temple of Ninazu’s
as collecting patrons’ reviews. They are mostly humans and activities as an affront to the proper order of
seem to be treated rather poorly. things and seek to undermine or stop their
efforts to help the unprivileged. Head Caretaker
Stairs on either side of the stage lead to what serves as a Makru Shraz pleads for the protagonists’ help as
dressing room directly beneath the stage. Against one wall previously forthcoming suppliers unexpectedly
is Mama Meerah’s dresser, draped in excessive jewellery, claim lack of resources, are unapproachable, or
which warns Mama if anyone tries to move it. have vanished. Is this simply misfortune, or is
there nefarious intent behind it?
Behind the dresser is an extensive cellar that sits directly
below the theatre, with six cells along each wall where slaves • A lesser aristocrat is reported missing, and the
are kept. At the far end of the room is a door that leads characters are hired to find them. They spot
to an underground network of tunnels that Pel’Karj uses to a troupe of actors entering a local rundown
import new wares. theatre called The Crimson Curtains and
recognise one as the missing aristocrat.
Crimson Curtains
1. DRESSING ROOM
2. CELLS
3. TUNNEL ENTRANCE

The Wharves
As the main docks for the countless vessels frequenting Llyhn
the Eternal, the Wharves are a vast, chaotic clutter of quays,
1 piers, platforms, shipyards, and everything else needed to
accommodate ships large and small.

It is painfully evident no master plan is followed. New dock


sections are plastered on top of or adjacent to existing ones
as the need arises, or influential merchant houses see fit.
Only the shipyard and Red Galleys’ marina bears some
semblance of orderliness and structure.

The whole area is built on massive poles and stilts driven


deep into the Margidda riverbed to support the immense
network of multi-storeyed platforms. The veritable forest of
masts swaying in the shallow waves and gentle current makes
2 it appear as if the entire vista is in perpetual motion.

Massive vessels are constantly towed into or out of the docks


by pilot-vessels, while innumerable barges, dinghies, abras,
and other small vessels flit in and out between them on their
way to deliver passengers and cargo.

The docks themselves are buzzing with outlandish mariners,


Voidfarers, merchants, and the uncountable labourers
hauling cargo, supplies, and everything imaginable needed
in a bustling port.

40
Each of the seven main piers has a harbour master directing The Nios Consortium is very protective of its market share,
incoming vessels to their designated berths. Attempting to and has arrangements with several high-up civic magistrates
ensure everything is conducted in an as orderly fashion as is to ensure that its wares get preferential treatment and avoid
possible when dealing with myriad species, languages, and unnecessary bureaucratic delays.
cultures all set in their ways is no simple task.
To enforce their authority, a contingent of Jinassar is assigned
to each harbour master, should any wayward captain decide AYTYA’S COINAGE
to disregard instructions.

Each pier holds several tithing offices, staffed by collectors, This is one of the smaller counting houses in Dhaarese, but
appraisers, civic guards and other administrative staff needed one that is well-connected and deals in exotic coins from
to collect levies from each docking vessel. more obscure worlds.

The wharves themselves rise up to 30 cubits above the The owner, a Llyhn-born Im’Zu named Aytya, has expanded
waterline in the tallest parts. As many as four storeys her operations significantly over the years and has counting
of walkways and piers are built on top of each other to houses on several worlds, including Kor’Tuan, Neu’v
accommodate the tallest ships. The uppermost storey is Hezbe’Ranz, and Ogé.
known as the Upper Boards, while everything in the shadows
below is called the Lower Boards. Except for some very capable guards of various species,
Aytya only employs other Im’Zu.

UPPER BOARDS

The upper board’s bridges and walkways rise high over


the river’s muddy water to accommodate even the highest
galleries and decks of trading vessels, and are open to the
yellow skies of Llyhn.

TITHE OFFICE

This substantial complex, staffed by tithe collectors,


magistrates, civic servants and guards, holds a swathe of
offices, barracks, holding cells, storage facilities, and vaults
to keep the collected tithes and levies. A considerable
detachment of Jinassar is permanently stationed here as
deterrent to swindlers and smugglers.

These buildings are the central tithe office in Wharves, with


several satellite offices scattered about to service each pier
section. The ranking magistrate is a stoic and shrewd Huyn
known as Archon Ger Nag, and very few cargo-runners or
scams are successful under his watch.

NIOS CONSORTIUM

This group is an association of herb and spice traders from a


multitude of worlds. Although each member is autonomous
in their home market, they have decided to collate their
efforts in Llyhn to strengthen their position.

Nios is the long-dead Je’ehl merchant who proposed the


original partnership, and his heirs still hold a position of
power within the consortium.

41
THE AMMOLITE CHAIN JAWS

The Ammolite Chain is an association and guildhall of This infamous drinking establishment is located on a cluster
exclusive slave traders dealing solely in erudite or pleasure of platforms that connect the docks and piers of the outer
slaves of rare species or other exceptional distinction. harbour structure. It is a drinking place with a certain
notoriety as only the most rugged sailors and Voidfarers are
The guild counts close to 20 members from a wide variety recurring patrons.
of species, with many esoteric representatives among them,
including such illustrious species as Asura and Djinn. Much of the floor has rotted and fallen into the muddy river
below. But rather than spending the Dhin to repair it, the
Each trader has a separate section with offices, provisional owner built slapdash gantries and bridges between the areas
cells, and amenities to serve as a residence while the of remaining floorboards and raised platforms. This means
trader is in Llyhn. In addition, the resident staff maintains that silt sharks are plainly visible as they swim beneath the
the buildings and grounds to ensure that all members can walkways and raised platforms that make up the tavern’s
show up unannounced and find their holdings in order and interior.
serviceable.
It takes bravado or lack of brains to patronise this place, as
Often the procured slaves are specifically requested by a the risk of getting trounced or falling into the river among
client, so the members are exceedingly well-connected within the sharks is constant and only increases as the liquor begins
the higher echelons of Llyhn society, as most clients deal to flow. But the danger and infamy that follows are what
with them directly. attracts the patrons to the place. If you are looking for a
hardy crew that will not shy away from danger or illicit goods
and chatter that would typically get you killed, this is where
LOWER BOARDS you are likely to find it.

There is a scoreboard on one wall where absurd feats of


The lower boards lie in perpetual shadow beneath the jetties, bravado are noted for each patron. Each feat earns them
gangways, and platforms above. privileges at the bar and an indisputable reputation in the
Lower Boards at large. The different accomplishments
Built to support the off- and on-loading of cargo from trade include jumping onto the neighbouring platform via a passing
vessels, the main areas are open with somewhat clearly shark’s back, gripping and holding the dorsal fin of a passing
designated paths for trolleys, carts and carriers. At the Silt Shark while emptying the famed drink called Jaw-Grog,
waterline, landing docks for barges and skiffs enable porters performing a jig on a small float pushed between platforms,
to unload directly into these and distribute cargo to other and so on. As the night progress, the ventures become more
districts immediately. and more outrageous until a patron falls in and gets eaten,
after which regular entertainment ensues.
Over the years, a vast number of disreputable establishments
have sprung up all over the lower boards to entertain sailors Most first-time visitors come to witness the swagger, listen to
and Voidfarers. Most of these are rough places, but also full the boasting, and catch the thrill of danger. Most eventually
of information, rumours, and hard-earned coin just waiting just hope to make it through the night to later brag to their
to change hands. friends - not many return for a second visit. A few tables
are reserved for particular crews, and anyone daring to sit
uninvited quickly finds themselves thrown into the river
below to the wicked amusement of the other customers.

42
Jaws is famed for a drink called a Jaw-Grog. It is a blend
SHIPYARD
of exceptionally strong liquors with a single silt shark tooth
placed in the bottom of the glass. As the glass is emptied,
the shark’s tooth must be swallowed whole, or another is
immediately poured. So it continues until the tooth is gone, The shipyard is a buzzing section of the harbour between
the drinker is plastered and falls into the water, or their the wharves and Shallowwater. The docks are constantly
mouth is so cut up that the barkeep takes pity on the poor thrumming with activity as ships of all sizes are outfitted,
sod and kicks them out. repaired, or built by throngs of riggers, caulkers, carpenters,
and shipwrights.

A specialised section of the Shipyard is reserved for crews


RED GALLEY MARINA
constructing Void vessels or converting regular ships to
better handle the hazards of Voidfaring.
Between the Wharves and the main shipyard are several piers
used exclusively by the Unseen Ruler’s fleet of Red Galleys.
SAEMRIN’S SHIPYARD
In stark contrast to the other docks, these piers are almost
militaristically tidy and orderly, enclosed, and off-limits to
anyone not bearing proper seals and permits.
Saemrin is an old Oord Void navigator with a competent
The resident Jinassar Commander is known to run a tight crew of shipwrights, smiths and carpenters dedicated to
operation, and no one who has sought to sneak in has been adapting ordinary ships into Void vessels. Her services are
seen or heard again. Jinassar guards and all manners of costly, but she is one of the best to be found in Llyhn and
administrative clerks and scribes manage each entryway. At supposedly among the main core worlds.
the same time, Jinassar patrols make regular rounds of the
marina and harbour mouth to discourage interlopers. She has secured the rights to use a small dock at the
innermost section of the shipyard which holds a single crane,
To avoid unnecessary outsiders entering the premises, civic restricting it to dealing only with medium-sized vessels such
servants handle all off- and on-loading from the numerous as dhows, qaribs, and shabbaks.
Red Galleys making berth, hauling the cargo to any one of
four designated transient storage halls on the docks after Saemrin does, however, occasionally work as advisor
which external hauliers take over. for others who have access to larger dockyards that can
accommodate greater vessels.

43
Notab le T
Notable Trad
radee R
Ro utes
outes
With Llyhn’s position at the convergence of myriad Void
VAESNA RUN
currents, trade vessels and caravans use it as a natural
waypoint to reach uncountable worlds, trading goods from
across the known Cosmos.
Another infamous route is between Vaesna and Llyhn or
The natural resources of Llyhn consist primarily of various Ogé. While several vessels are surreptitiously known to make
foodstuffs, cotton, silk, tea, spices, as well as aphrodisiacs the Vaesna run regularly, this is never officially proclaimed or
and hallucinogenic substances; everything else must be traded noted on any charters because of the nature of the voyages.
to support the population of the city.
Traders go to the aquatic world to obtain the delectable
Consequently, some trade routes are vital for the survival seaweeds and crustaceans sought by the Ba’Waikh to bring
of the city while others are infamous or renowned for perils them to the court of the Virgin Empress in Llyhn or indeed
or profits. to Ogé, the Ba’Waikh homeworld. Both Gomor and Variin
inhabit Vaesna, and while neither are particularly malevolent
by nature, they are not too keen about outsiders harvesting
the resources of their world.
AQIHABARA ROUTE
Furthermore, some species – such as the Asura – have an
inclination for the flesh of Gomor, prompting opportunistic
A famed route that is both perilous and profitable runs hunters to prowl the world for an opportunity to satiate this
between Llyhn and Aqihabara, the Talath homeworld. desire and reap the vast fortunes it generates.
A trader can earn vast fortunes by successfully acquiring
and transporting Braqkara tusks, minerals, and gemstones
obtained on Aqihabara.
KA’ALUM SLAVE ROUTES
Getting to and from the world is not the challenge: getting
the goods and dealing with the barbaric and impetuous
Talath tribes while there very much is. The only known vessel Some of the most stable trading routes of the Eternal City are
to regularly make the trip is the Kahtek’s Pride, a vast, ugly made by Ka’Alum officials coming to Llyhn to secure cheap
ship commanded by one of the rare greater Talaths. labour for the federation worlds. Ka’Alum slave transports
bound for Kor’Tuan, Ahniar, Ren’Sur and other ports depart
almost daily with holds full of despondent manacled people
destined for toil and imminent death.

While the federation occasionally allows slavers to bring


stocks directly to their worlds, they prefer to send magistrates
to review and pick the labourers or capture populations
deemed suitable themselves.

THE CORAL ROUTE

The coral trade from the Ilda’iin empire to Llyhn follows


several routes, creating a grid of trading links between Ogé,
Llyhn, and Kandahir. These trade routes emerged after the
fall of the Je’ehl empire as the empire ceased much of its
own importing and new opportunities arose for trading the
goods and luxuries the pleasure cults craved.

Trade fleets composed of hundreds of ships carry goods


across the Void from Ogé to Llyhn, where beautiful
corals, sea fauna, and Ogé’an specialities are traded for
hallucinogens, herbs, and intoxicants transported to Kandahir
to satiate the desires of the debauched population.

44
Notab l e V
Notable Vooid
i d VVe sse ls
essels
Myriad Void vessels, large and small, dock in the Eternal
city every day.
Some of these are notorious or renowned, having earned
themselves names through the audacious deeds of their
captains or participation in grand events around the known
Cosmos.

AZURE WAVES

The Azure Waves is a great Ba’Waikh catamaran captained


by the feisty and revered Shaji’iin princess Ejad’heng. The
crew is mainly female, with a few males and non-Ba’Waikh
crew members working menial positions.

It is a proud and well-kept ship of a partially bio-organic


construct, like most vessels from Ogé. The particular
organisms that make up this ship are of a rich blue tone,
lending to the name she carries.
The ship is a converted qarib, adorned with heads, skulls,
Despite snide commentary about the ship and its captain bones, claws, tusks, and other cadaverous trophies that
from envious rivals, the tight-knit crew holds its own and is exhibit the formidable prey the crew has brought down.
known to be among the most reliable traders between the
Eternal City and Ogé. Whether by commission or pure indulgence, Maluma seeks
out exotic worlds to hunt extraordinary predators. He and
The trade route has, so far, not drawn the attention of the the crew are even famed for travelling to borderworlds and
Unseen Rulers with their Red Galleys. Consequently, the deep worlds to pursue horrors of the void itself. While not
Azure Waves has more or less exclusive trading rights with on commission, trading the pelts, tusks, and other offcuts
the Ba’Waikh fiefdom of Shari, dealing in rare corals, fishes, from their kills funds the endeavours. The crew is known to
and other sea creatures, fetching exorbitant prices from the feast on the flesh of their prey, believing that the spirit and
right buyers in Llyhn. potency will enhance their own.

As the only recurring passage to this part of Ogé, the Azure The Crimson Tide’s crew is famed across multiple worlds,
Waves often complements its cargo-carrying with passengers and the outlandish tales of its conquests draws vast crowds;
bound for Shaji. tavern owners vie for their patronage wherever the ship
docks. Such tavern sessions often turn into recruitment
events as Maluma has an open policy on enrolment.
CRIMSON TIDE
Anyone who wishes to sign up as crew for the Crimson Tide
may do so but will have to prove their mettle from the outset
What the Crimson Tide lacks in size, it makes up for in by a trial chosen by the crew. While many have signed on to
renown. It is a hunting vessel; its crew is the only one known join these prodigious hunters, few overcame the initial trial
to have hunted on the slopes of Mount Qaf and lived to tell and even less survive their first excursion.
the tale. All crewmembers bear scars won through great and
terrible deeds; some are even tinted red from an audacious
trek to the wastes of Sinnis Gibil. KAHTEK’S PRIDE

The crew is not limited by species, gender, or creed. It is


purely prowess that determines who survives long enough to Many void vessels come and go with little remark. Some
earn the tattoo designating them as a Crimson Tide hunter. stand out. Some are even celebrated. And some bring
Skippered by a most imposing Harith called Maluma, one with them a feeling of dread and discomfort. Kahtek’s
can find Pajurr, Timaniem, Ka’Alum, and even Aq’Jarea and Pride is the latter. A large vessel commandeered by
Aquzam among the crew – species that ordinarily would not several Talath packs working together under the
be associating, let alone working together – all bonded by undisputed leadership of Azayaca, one of the rare
one driving force: the honour and glory of the hunt. greater Talath.

45
Angular in design, covered in spiked protrusions, painted There is a corollary effect for those down in the market
in dark reds that set the mind to dried blood, and with in that the light of lanterns at night hung around the rails
obscure iconography covering every exposed surface of the above pierces the gloom just enough to see points of light.
ship, this vessel is horrid to behold. While these markings In addition, while those who do business and even live within
and colourings are in actuality a tribute to an important the market’s bounds are a hardened lot, there is no lack of
celestial event on Aqihabara, their overall impression elicits superstition and ritual. It is common to adorn booths and
an immediate wariness in all who see it. structures with small candle lanterns and glittering mobiles
of glass and metal to help shed some light in the darkness.
Azayaca is a harsh master, remarkable in her capability to
keep several Talath packs firmly under control and working The effect of these little flames and shining object catching
in unison. Each pack has a designated deck or area on the lantern lights as beings mill about further adds to the illusion
ship to limit the animosity and infighting between them of twinkling stars not only inside the market but to those
during voyages, only congregating when the full muster is above. The smoke from pipes and incense in the market can
needed. also be literally intoxicating, and when mixed with the visual
effect, can create a sort of daze. This is useful for keeping
The original crew was retained to work the vessel as Talath potential customers in the market longer than planned as
have little affinity or aptitude for the arts of Sea- or Void- they lose track of time, making it easier to separate them
faring, but they are kept in conditions little better than from their coin (and possibly other possessions in some
enslavement. Only Talath serve freely on the ship, as other cases).
species are seen as unworthy or inferior. Kahtek’s Pride is
one of the rare vessels dealing in trade between Aqihabara The market consists of the central open area under the
and other worlds, putting Azayaca in a very influential gaping rift above and two further levels underneath. As
position in the trading of Aqihabaran goods. one goes deeper into the market, the more dangerous the
environment becomes, the more nefarious the dealings, and
the rarer and more illicit the goods and services on offer.
Midnight Market Winding mazes extend in the lower levels built from and
through the wreckage of the great collapse. It is entirely
possible to become lost (and then likely dead) without a
The phrase black market has never been more apt than when guide. That is, assuming the “guide” is not just luring you
talking about the Midnight Market in Dhaarese. into a trap. Visiting the open market is a dangerous enough
proposition, and only the capable or foolish venture lower.
Ages ago, a large area of the boards collapsed on itself
due to a Void rupture blinking into existence, creating an The three sisters who control the market are rumoured to
opportunity for new construction. The result, however, was be Djann cast out of the higher districts around the time of
somewhat odd: the upper board was not rebuilt, and instead the original collapse.
the edges of the gaping hole were repaired and haphazard This rumour is supported by the clearly mystical gloom cast
railings put in place to prevent falls into the darkness below. over the market, but as the sisters are guarded and secretive,
none of this has been firmly established. A wide variety of
The gap in the Upper Board remains because construction at guards and enforcers monitor the market both of private
this point would require sinking supports into the Midnight employ and enlisted by the Imfanii Sisters. Their rule is strict,
Market, and that is prevented by those who control it. As and those not paying duty and deference tend to wind up
no higher power seeks to overrule this objection, the market missing or deceased.
remains a curious location in the district and city at large.
In addition to the various enforcers in the sisters’ employ,
While one would expect that you could peer over the edge there is the being known as Ichask the Flea. His origin is as
at the height of day and see the activity below, this is not obscure as the sisters’, to the point no one knows what race
actually possible. A strange, dim miasma blankets the market, he actually is, though he claims Daimonic heritage.
which not only causes an effect of eternal night in the market
itself but prevents prying eyes from above. While the relationship between him and the sisters is not
public, it is widely held that since his claims are not refuted
An additional visual distortion makes those milling about or punished, he is in their good graces.
below with their lanterns appear much further than they
really are. While the result is highly effective in granting He provides directions to merchants about where they
privacy to the market’s dealings, it lures observers to the should set up in the market, how they should maintain
edge: the name Midnight Market comes not just from their storefronts and other acts of administration and
the nature of the dealings, but a visual effect wherein the groundskeeping. As these directives are never unreasonable,
dark pit in the boards appears to be stars in the night sky and because it is believed he represents the will of the sisters,
or haunted wisps slowly milling about the abyss below. he is obeyed.
It is an eerily fascinating thing to view.

46
Ichask is also a flawless directory of every single merchant,
THE EGG DEALER
being, and item available in the market. Setting up shop
in the market may be at the sister’s discretion, but it is at
his word and directive. There is no one in the market, and
nothing that happens there, without his knowledge. A notable merchant in the Midnight Market is a corpulent
Shirr known as the Egg Dealer. Quite obviously, he specializes
The goods and services found in the Midnight Market are in eggs, to the point where his actual name is effectively
among the most esoteric and illicit in all of Llyhn. Rare unknown. Any kind, any origin, any intent, you have but to
goods from other worlds, mercenary contracts, wonderous ask, and if he does not have it, he will get it. Hailing from
treatments and substances, disturbing companionships, worlds spanning the Cosmos and Void itself, it is rumoured
pilfered weapons and armours of renown, and much more he employs dozens of adventurous mercenaries to find what
can be found here. he needs. He will not tolerate questions of where he obtains
his wares; their origin is either part of their marketing or his
Given that many of these things would seem to violate secret alone.
the law of the Unseen Rulers, rumours abound that the
market is, in fact, outside their gaze. However, since it is a Onu eggs for finicky Ka’Alum connoisseurs. Exotic fish eggs
prominent location and the nature of its dealings well known, from Ogé for the lovers of roe. Rare reptile eggs from the
this seems highly unlikely. plateaus of Aqihabara to be hatched and raised as a faithful
pet. Eggs that will give a delightfully mild hallucinogenic
Much more likely is the strict fees the merchants must euphoria when consumed. Outlandishly patterned and
pay the sisters results in severe fees the sisters pay to the vibrantly coloured Timaniem eggs that are hollowed out and
Jinassar, and as long as order is maintained, so is a balance of displayed as fragile examples of nature’s art. Even a Ka’Alum
understanding. At the end of the day, a well-run enterprise egg to make an omelette that would bring the wrath of the
is profitable for all involved. federation down upon you. All of these can be had for a
price, and his loyal clientele receives word when exceptional
acquisitions or new curiosities are available.
VILE WHISPERS

Among the interesting services in the market is a courier


provider named Si’Rhut, an outcast Ka’Alum who has made
a new home in Dhaarese and a lucrative enterprise in a rather
unorthodox way.

He discovered that a curious aspect of the Akak species is


they have a perfect short-term memory but that without
repetition, nothing enters their long-term memory. Si’Rhut
realized this was ideal for conveying delicate information and
prohibited goods.

No written record, a creature that all others try to avoid,


and a messenger that has no memory of what it delivered
yesterday. Even better, torture results in a panic causing
recent messages to be forgotten as their mind shifts focus.
They may be gangly creatures, but they swim, climb, and
scurry exceedingly well, making them adept at moving
around covertly and quickly in the lower districts.

The only issue was they are the foulest of creatures.


Fortunately, Ka’Alum are pragmatic beings, so it was trivial
to train his cadre of messengers and force them to wash
body and maw in the river, eat a fresh sweet fruit, chew
a fragrant leaf and don a sash the message recipient would
know to trust.

While not perfect, hence the service becoming known as


Vile Whispers, it went a long way to lifting the foul carrion
stench of the Akak. And his slaves do not even understand
they are slaves. In fact, because they live better than most
of their kind, they eagerly obey their master.

47
ITHUAX’S PUPPETRY THEATRE
Ithaux’s shows are incendiary. They are angry, satirical,
biting, and merciless. Most of the shows are allegorical, but
Off one side of the Midnight Market is a small stall. sometimes, Ithaux shows no hesitation in naming the subject
Sometimes, boxes, benches, barrels, and other seating are of their performance.
piled around it, blocking the path, and it is considered a
nuisance by its neighbours. Sometimes, the neighbours move Those shows might reveal secrets that the rich and powerful
them the improvised seats, but inevitably the pile ends up would rather conceal. Otherwise, they are designed to
back where it was. ridicule and humiliate those of high caste. Because their most
common targets are the Great Ones of Kanda’hir and their
The stall itself is recessed, sitting back a few cubits from its servants, most believe Ithaux to be a Je’ehl pariah.
fellows and is nearly bare. A flat stage sits four cubits above
the ground, with a faded, yellow curtain wrapped around If that is true, they must still have friends in high places, for
its legs. their shows are timely and insightful. Ithaux does not just
advocate for the overthrow of the Great Ones of Kanda’hir
When there is a performance, a thin, translucent screen of but also of the Unseen Rulers.
gauzy cloth is stretched across the stage. Once darkness
falls, the oil lamps behind the curtain will light, and the Surprisingly, disguised Rasha Ghalam squads protect
show will begin. Ithaux on nights when they perform. A squad is usually
standing by to keep the audience from getting too
Ithaux is the puppeteer and performs alone. rowdy. The commanders of the force have
Ithaux is a Je’ehl, dressed in battered, never indicated their reasoning.
voluminous robes, hoods, cloaks, and
clothing that conceals any attempt Still, they are there to protect Ithaux
to determine their identity. from harm, just as they are there
to keep the fevered audience
Their voice changes with from rising up and burning
their speech and betrays down the district.
nothing about their gender
or upbringing. They wear It has been pointed out
a mask while performing; that Ithaux has never said
it is dull, featureless, and a cross word about Ichask
grey, with small slits for the Flea, the Imfanii or
their eyes and mouth. Feerada, even if cajoled
to do so.
The performer
sings beautifully Despite this protection,
during some of their Ithaux is careful to flee
performances, with quickly after collecting
a range that most coins from the audience.
would envy.
There are powerful
They perform with entities in the city who
exquisitely crafted would not hesitate to kill
shadow-puppets made Ithaux if they knew the
from leather and thin puppeteer’s identity.
reeds.

At the end of the


show, many within the
audience will toss coins
on the stage. Some are
rewarded by having
puppets tossed back
at them by the
performer.

48
AK’ANI’S BAZAAR But what the envoys of the most powerful and depraved
princes and beings in all of Llyhn - who visit Ak’ani’s bazaar
frequently - seek for their masters and ladies, is nothing so
Located deep in the belly of the Midnight Market, Ak’ani’s mundane as mushrooms and flowers, the rumours say.
Bazaar of Wondrous Extramundane Essences and Fragrances
is a place of extraordinary goods and dark rumours. Those who heard the stories whisper in hushed voices: “They
are looking for the distilled spirits of sentient races from all
Ak’ani, the old and shrewd Ka’Alum essence trader who worlds of the Void.”
owns the place, hides his cruelty and unscrupulousness
behind a facade of oily and exaggerative cordiality. To consume these spirits allegedly gives an unmatched
thrill of ecstasy and is the highlight of the most secret and
Quite unremarkable from the outside, inside his shop is a obnoxious parties in the highest spires of Llyhn. And Ak’ani
maze of shelves and racks full of phials, vials, pots, and is obviously all too ready to provide them. How he gets his
tubes of all provenances, filled with strange liquids, essences, hands on those spirits is one of the many dark secrets of the
Eternal City.

1 The bazaar

Ak’ani’s Bazaar
1. HOIST BETWEEN FLOORS
2. SAMPLE TABLE
3. CELLS
4. WORKBENCH
and fragrances. The scents and smells between the looming
5. STAIRS DOWN TO THE SECRET
shelves can be overwhelming to the unprepared customer.
WORKSHOP
As the bazaar’s name implies, many of Ak’ani’s wares and
goods come from worlds across the Cosmos, and some even
supposedly from beyond.
1
You always wanted to smell the mating spores of the Alip
mushrooms from the caves on the savage world of Emush?
Or maybe you desire a fragrance made of the rare and
poisonous Nefala flower found in the swamps on
Nue’v Hezbe’ Ranz? Or an aphrodisiac derived
from the ductless gland of the mighty Oshin
shark that dwells in the deep oceans of Ogé? 3
You can find those in Ak’ani’s bazaar. 4 4

Some of the raw materials for his goods are


imported and processed by specialised slaves in
Ak’ani’s workroom in the cellars underneath the
bazaar shop floor.

Rumours say that Ak’ani had many of them


5
blinded; forcing them to work only with their
senses of smell and taste.

The basement workroom

49
ANKLE BITERS

It isn’t only Si’Rhut of Vile Whispers who has figured out a


use for Akak. Because of the toxic rot of their maws, they
make effective – if unconventional – assassins. Collectively,
any such Akak is often called an Ankle Biter, and more than
one being in the market makes use of the creatures.

Due to keen senses and short-term recognition, they can


learn to identify and track a target with amazing precision
and remain largely unnoticed as they scurry about. They are
also largely ignored due to their social standing and are nigh
impossible to tell apart from each other outside their own
race, making them faceless killers.

Their teeth are incredibly sharp, able to pierce cloth and Shallowwater
leather with ease, and their mouths carry deadly bacteria that
infect the wound. It is not a fast assassination: it results in a
few days of lingering fever and flesh rot, but it is effective Most places in the Eternal City are close to the river
against those who cannot afford a physician. Margidda. The two are entwined, the city parasitically
expanding like a virulent polyp around the river fount. Island
An Akak assassin will find the perfect moment to scurry out districts, canals, wharves, it is impossible to imagine Llyhn
of nowhere, nip the target’s lower leg, and vanish again. It without the river. But perhaps the location where the two
is a moment of deft nerves for a race that prefers to run are truly one entity, breathing in and out in rhythm, is the
from a fight. But the reward is great for a creature that is area of Dhaarese known as Shallowwater.
less than gutter trash.
Made up of multiple islets and vast rickety platform
structures on stilts, upon which the ramshackle dwellings of
the lower castes who call this home are built; Shallowwater
is sometimes referred to as the floating slums. There are five
islets of varying size, the central of which is the largest, and
MIDNIGHT MARKET PLOT HOOKS there are three platform communities built on the river itself.
While various species reside here, the main population of
• An influential Ka’Alum merchant is overjoyed Shallowwater consists of Naqasti and Im’Zu denizens.
to find out that a Harith enemy was a recent
subject in a performance in Ithuax’s Puppetry Most humans in the area live in or are connected to the
Theatre. The merchant will pay handsomely Feeradani enclave, located on the middle of the river-built
for the Harith’s puppet, which was flung into platforms. A significant number of the Naqasti residents
the audience. Meanwhile, the Harith’s agents in Shallowwater make their living working the river for its
are tearing up Dhaarese to find the item. The bounty, living in the stilt-houses on the various islets. An
modest labourer who ended up with the puppet established community of Im’Zu claim one of the islets, but
has already lost it to a gang, whose leader thinks the species can be found all over the area.
that the puppet contains powers from the void.
Who is to say that the gang leader is wrong? Craft, commerce, and living in the Shallowwater area
very much depends on the river and its inexplicable tidal
• A friend of the characters goes missing movements. While the river has largely stable tidal cycles,
near the Midnight Market. Investigating his unpredictable tidal events occur intermittently. In part,
disappearance, they hear about Ak’ani’s bazaar. the ebb and flow follow the monsoon cycles, though the
There are rumours about a horrible creature in equally inexplicable river fount in the centre of Llyhn, rather
the deepest cavern underneath the bazaar – a meltwater from the surrounding mountains, determines the
being who drains sentient beings of their life major water flow.
spirits, leaving nothing but the shrivelled bodies
of its victims, which can be found floating in the As such, the cause of the surges of the fount is something
river Margidda from time to time. Is this where of a mystery, but sects like the Cult of Tiamat ardently hold
Ak’ani’s unique goods come from? And can the rituals surrounding them claiming the will of their deity.
characters save their friend from a horrible fate? Whatever the cause, the result is the periodic flooding and
exposure of land in and around Shallowwater. The cycle
averages about fifty days, with some variance occurring
between cycles.

50
During floods, the water depth reaches as high as five cubits, What simple trade and commerce occur dominated by the
while the receding waters of ebb turn most of the area into local Im’Zu populace. Where the Naqasti excel at labour,
muddy sand flats enabling people to walk beneath the stilt- the Im’Zu excel at business affairs. As only the lowest of
communities above. castes reside here, however, their acumen is perhaps not up
to par with their cousins employed in the higher districts, but
Residents work the exposed riverbed, collecting clams and they make do with what they have. Poorly built shacks and
other molluscs, followed by planting and harvesting quick- huts serve to store what little goods are kept and distributed
growing grasses and rice-like grains that thrive in the soggy throughout the area.
soil. When the water is high, fast-growing kelp flourishes in
the briny waters along with crustaceans and other aquatic A notable event occurring each high tide is arrival the
animals. Shaauru caravans. It is a day of anticipation and trepidation,
and dates back before anyone can recall. Several groups of
The scarcity of space and the time-constraints between tides Shaauru emerge from the muddy waters to trade with locals
prompts rivalry between the various resident communities and visitors at each tide’s relative peak.
struggling to make a living, often with violent confrontations
and occasionally longstanding feuds. Each Shaauru brood colony has a preferred plaza where
they display their goods of rare, raw silk produced in their
Two such feuding communities are the Malti and the Kur. colony, bounties of the river, and random items salvaged
Despite both groups being Naqasti, the struggle for survival from the murky depths. This occurrence is one of the few
and history of slights and transgressions has made them bitter that draws people from other areas, districts and even worlds
rivals. to Shallowwater.

The Malti are accomplished kelp farmers and fishers who It is well known that dealing with the Shaauru is difficult even
harvest the crab and shrimp-like creatures that thrive in the under the best of circumstances as they are easily agitated or
shallows. They also seek clams when the water recedes. This spooked. When negotiations go awry, it may simply result in
is where the conflict occurs with the Kur, grass and rice sudden departures without trade.
farmers who till and work the bare riverbed patches during
the ebb. Occasionally, however, breakdowns in bargaining cause
violent flurries resulting in severe injury or even offending
The Kur have limited time to plant their crops and coax traders being dragged kicking and screaming into the river.
them to fruition before the area floods again, potentially Following particularly nasty occurrences, the Shaauru trade
destroying a crop before it can be harvested. While the Malti parties do not appear at the next high tide, to the local
scurry to gather the molluscs, the Kur frantically plant and community’s chagrin.
nurse seeds, and tussles invariably occur. When the waters
rise again, the conflict abates as it takes days before the area
is workable for the Malti.

When tensions run high the conflict can escalate to full-scale


community war by something as simple as Malti taunting
panicked Kur trying to beat the rising tide.

Even at high tide, the shoals are too shallow for large vessels
to dock. However, some smaller and poorer vessels do make
berth here, including skiffs from Kimah, fishing vessels from
the scattered jungle villages, and barges bearing goods from
the Wharves.

Generally, the inhabitants take their crops and foraged goods


to the market area of Dhaarese proper, as few come to
Shallowwater looking for merchandise. A few ramshackle
shacks serve simple foods made from the local harvest and
even some weak and briny liquor distilled from kelp. A staple
food of the area is a soup made of barnacles and kelp.

The harvesters scrape the rather sizable variety of the


crustacea from the pilings of Shallowwater, and youngsters
break the meat from the shells. The few small, family-owned
makeshift stalls and booths in Shallowwater sell mostly
foodstuffs and other ordinary goods.

51
TINGLAN’S TEA LEAF UNTAINTED FACTION HOUSE

On the banks of the Margidda River, an unremarkable The Untainted retain a house for their activities in the
cottage is propped up on stilts. A small veranda extends Feeradani enclave. The house is a three-storey building with
from the front with a few low tables and ragged cushions accommodation for faction members and invited guests, as
spread out, a few locals sit sipping steaming hot tea from well as amenities and assembly spaces.
small, chipped cups.
This is not the only domicile the faction holds, but due to its
Tinglan, the proprietor, is an old Harith who has a rare proximity to one of the foremost human seats of power in
gift for combining infusions and teas to produce remarkable the city, it is the most prominent. The building also serves as
flavours and effects. Inside, the cottage is crammed with the abode of Arshaka, the influential leader of the faction.
sacks, jars, and pouches stuffed with tea leaves in any An annexe with a small rooftop area overlooking the river
imaginable colour and size. The aroma of freshly brewed comprises his personal residence. Multiple faction members,
tea and infusions permeate the building, spreading out to including Arshaka’s closest confidants and bodyguards, live
the surrounding huts and cottages, giving the otherwise bleak in other smaller apartments of the house.
residential cluster a homely feel.
Since the Untainted took over the building it has been
In addition to foreign traders bringing exotic bushels and refurbished in an apparent effort to promulgate the benefits
leaves, Tinglan has arrangements with several tea farmers in of association with the faction. Only pureblood humans are
the Pe’Rep’ial foothills and consistently gets the first choice admitted into the building, a policy reinforced by the two
when they bring their wares to Llyhn. large sentries continually on duty at the sturdy entrance
door.

NAQIN’S PLEASURE PARLOUR The vestibule holds comfortable seating arrangements and
various luxuries, such as rugs and ornaments, ordinarily
unavailable to lowly humans; further perpetuating the
On the largest Shallowwater islet, an extensive cluster of apparent benefits of associating with the faction.
cottages and huts have been connected by gantries and
walkways to form Naqin’s Pleasure Parlour, a remarkably
decadent den of indulgence in the otherwise dreary area. THE ODD TABLE (DRINKING HOLE)

Owned and hosted by Naqin, a flamboyant Tihma, this


establishment draws clients from all over the Dhaarese This is one of only two formal establishments in the enclave
district. and a nightly haunt for many enclave residents, despite its
small premises.
The parlour is divided into the public parlour where the
mostly Ba’Waikhan staff offer various rubs and massages,
acupuncture, remedial therapies, and hot baths. A secluded 2
area, for patrons only, offers more exotic treatments to those
with more decadent tastes. 3

It is rumoured that several Variin and Qhu are among the


staff, proffering sensual and esoteric experiences that leave
patrons in a daze for hours afterwards.

Feeradani Enclave

Ground f loor
Located near the docks in Shallowwater, the Feeradani 1
enclave is built on nine stilt platforms and is home to nearly
a thousand human beings. Feerada - an elderly, one-armed
woman infamous for her unwavering tenacity - is the
despotic leader of the enclave while her devoted advisors
and the capable forces of the Rasha Galam constabulary The Odd Table
act as her extended arm.
1. ENTRANCE
2. STAGE
3. KITCHEN
4. SLEEPING CHAMBERS

52
This is where gossip and rumourmongering flourishes and the
place to see and be seen.

Upper f loor
The name stems from the circumstance that each table is of 4
a different shape, material and height from the others. This
causes no end of amusement for patrons as they often find
themselves somewhat mismatched with the height of the
table they are seated at.
A small entrance chamber serves as weapons retainment for
patrons, gently induced by the massive halfblood minder
otherwise blocking the door.

In the modest nine-table taproom patrons and visitors alike On the first floor, a few additional tables are placed on an
are served kelp wine, homebrewed beer or liquor along with overhanging balcony while five small and sombre rooms are
the house speciality sludge rat broth and stale flatbread. available for paying lodgers. The kitchen has a back entrance
generally reserved for staff but sometimes used by patrons
A small stage is occasionally used by the resident storyteller sneaking out to avoid scrutiny by the front door.
recounting passages from the Epic of Gilgamesh and other
tales from before the fall. The owner is a middle-aged woman named Pari, who is
commonly found lazing in the taproom drinking and
gambling alongside the regulars in attendance.

Rasha Galam
The Rasha Galam is probably the most formidable human
partisan group in Llyhn. Made up of former mercenaries
and brawlers, the group was established by Kún Azhar to
protect the members of the enclave from harassment and
antagonism.

As the enclave grew, recruits flocked to join the Rasha Galam


and its purpose evolved to include other duties vital to the
prosperity of the burgeoning commune.

Under the auspicious leadership of Kún Azhar and his


commanders the Rasha Galam now acts in several capacities,
including defence, infiltration, espionage, and patrolling.
Each branch has become an integral part of the organisational
hierarchy of the Feeradani enclave.

The original group was nicknamed “the Feathers” as they


brazenly “show off the plumage” to outsiders that the
Feeradani enclave was a place with the capability to defend
its own.

The constabulary branch has retained that name as the


designation for their branch, while the newer militarised
branch has been nicknamed the Talons, and the
Mockingbirds and Songbirds deal in interference and
espionage respectively.

Initially, the organisation was made up of units of four


to eight, each with a squad leader. Two to four squads
make up a troop, each of which is led by a principal.
Each principal reports to the branch commander, who
in turn reports to Kún Azhar.

53
Over time commanders have tweaked the various branches Whether this stems from having been rescued from slavery,
to fit their specific purpose - particularly the branches that indoctrinated from youth, or otherwise influenced, their
deal in more subtle efforts - but the overall organisation is commitment is unwavering.
fairly consistent.
They are not refined and tend to act rather harshly to those
While it is suspected that several outside factions - including they consider troublemakers if not reined in by their squad
the other human communes - have infiltrated the ranks of the leader. The most promising and disciplined are picked out
Rasha Galam, Kún Azhar and his lieutenants are exploiting to be integrated into the Rasha Galam’s militarised branch.
this to sow disinformation amongst potential contenders and
antagonists.
Feathers organisation
As such, strict procedures and information flow permeate
the organisation, with only the Rasha Galam commanders, COMMANDER I’al Seva
Kún Azhar and Feerada being fully informed. 1ST PATROL Patrol Principal
6 men + squad leader
6 men + squad leader
FEATHERS 4 men + squad leader
2ND PATROL Patrol Principal
6 men + squad leader
The constabulary was the initial incarnation of the Rasha 4 men + squad leader
Galam and remains the core branch. 4 men + squad leader
The constables keep the peace and enforce the laws of 3RD PATROL Patrol Principal
Feerada. Squads regularly tour the platforms, ensuring they 6 men + squad leader
see what’s going on, but perhaps more importantly ensuring 4 men + squad leader
they are seen. 4TH PATROL Patrol Principal
4 men + squad leader
Their constant presence is a display of Feerada’s power within 4 men + squad leader
the enclave but also to outsiders looking for weaknesses and
vulnerabilities. Rasha Galam constables are easily recognisable
by their dark, dusty blue tabards and distinctive bleached
turbans. They are lightly armed with short, curved blades,
clubs, and the occasional bolas to stop runaway thieves and
louts.

Constables tend to have a background as brawlers, head


bashers, thugs, or even gladiators, and all are fiercely loyal
to the enclave, Kún Azhar and Feerada.

NOTABLE FEATHER MEMBERS

• I’al Seva took over responsibilities for the


Feathers once Kún Azhar’s responsibilities
grew with the expansion of the group. I’al is
a steady but unimaginative leader who favours
firm structure and stability in everything he
does. Feerada and Kún rely on him to keep
the enclave safe and secure while they deal
with external threats and concerns. While he is
perhaps not adored by his troops he is respected
for his skills and acumen.

• Nalaka is Voidmarked and Principal of the


second squad. He is gifted with several esoteric
attributes making him a unique asset within the

I’al Seva
branch.

54
TALONS
Commander Saut

This branch of the Rasha Galam is the closest to a regular


fighting force operated by any human commune in Llyhn.

The Talons are trained, drilled, and indoctrinated into


a militia force that can defend the enclave, or act as
expeditionary forces for the enclave if needed.

Kún Azhar is careful to keep the apparent conscripted troop


numbers fairly low to avoid undue scrutiny from outside
factions, not to mention the Cowl – the moles of the Unseen
Rulers.

The militia is organised into a primary Talon, a secondary


Talon, and reserve troops. All troops are trained in the
barracks adjoining the central platform, away from prying
eyes.
The reserve troops do not stay at the barracks but make up
almost half of the forces. Troops and reserves recurrently
substitute each other to keep everybody disciplined while
somewhat obfuscating the actual number of trained soldiers
available to the enclave.

NOTABLE TALON MEMBERS

• Commander Saut is a veteran who joined the


Feathers soon after their founding. He has
always been aggressive in his ways and views,
which was exactly what Kún was looking for
to establish a militia to be reckoned with in a
place as precarious as Llyhn. Mayhap not the The first Talon troop serves as a strike force and is on
most tactical of commanders but his fervour constant alert in the barracks, ready to move out at a
and passion is contagious amongst the troops, moment’s notice. The second Talon is charged with guarding
and with Kún’s close guidance the pair make a the council chamber, the entrance platform, and deployed
formidable leadership duo. in tactical positions around the enclave.

• Squad leader Kaveh is a relative recent addition


to the Talons. His keen strategic mind and Talons organisation
ability to rally others saw him rise quickly in the
COMMANDER Saut
ranks and come in line to become principal in a
Talon troop. At earliest glance Kaveh is a rather 1 TALON TROOP
ST
1st Talon Principal
unremarkable pureblood human but it is soon 8 men + squad leader
clear that he carries himself with an authority 8 men + squad leader
and capacity to lead that few others can match. 6 men + squad leader
Due to his capabilities he is often charged with 6 men + squad leader
special assignments beyond the regular scope of 2ND TALON TROOP 2nd Talon Principal
a Talon squad leader. 8 men + squad leader
6 men + squad leader
• Ayami is a Voidmarked member of the second 6 men + squad leader
squad of the first troop. She has displayed 4 men + squad leader
capabilities within the Mystical force sphere and
is often chosen by Kaveh for special assignments TALON RESERVES 1st Talon Reserve: Principal
because of her extraordinary capabilities. 36 volunteers + leader
24 volunteers + leader

55
SONGBIRDS

Under the leadership of Spymistress Orah Cort, the Rasha


Galam spying branch serves as the eyes and ears of Feerada
within the commune and Llyhn at large.

The Spymistress relies on a small and secretive group of


highly specialised people, whom she calls her songbirds,
to learn what she can about anything potentially about or
affecting the enclave.

The method of each songbird is distinct; some personally


probe and learn secrets, others bribe and extort information
from exposed individuals, while yet others gather their
information through networks of informants and moles
cultivated over the years.

They do not intervene or act upon the information they


obtain; keeping their anonymity is vital to their efforts.
Rather, they convey what they have learned to Orah Cort,
who considers which information requires action, further
scrutiny, or is immaterial.

Reports that require subtle engagement are redirected to the


Infiltrators, while the defence division troops or constabulary
handles overt threats.

One of Orah Cort’s primary responsibilities is counter-


espionage, rooting out spies amid the enclave and even Rasha
Galam. Those who might be unwittingly useful are fed false
information or otherwise manipulated to serve her purposes,
while the infiltrators liquidate the others.

Orah Cort is cunning in the extreme, weaving and


propagating a web of deception, falsehoods, and half-truths
to keep outsiders guessing about the affairs of the enclave as
well as the inner workings of her organisation.

She protects her people vigorously, having developed NOTABLE SONGBIRD MEMBERS
a devious structure of surrogates and sly means of
communication to obscure her agents’ numbers and identities • Hiraj bin Harbun is a Pureblood human, serving
from prying eyes. Orah Cort as one of many spies. Poached
from the Constabulary division, he has used his
Songbirds organisation knowledge of the streets beyond the enclave to
serve as a forward operator. While being warm
COMMANDER Orah Cort to others of the enclave, he has no qualms
SPY CADRE Principal resorting to more drastic means to uncover and
? Spies divert threats to the enclave. He does maintain
? Informant network ties to the Untainted, but he does not ascribe
to their purism, as seen by his close relations
SPY CADRE Principal
to some of the Halfbloods and Voidmarked
? External spy network
members of the enclave.

• Nhean is a halfblood spy and one of the first


Orah Cort recruited for the branch. With his
tusks, feathery mane, and stinger he is hardly
recognizable as human, which serves him well in
waylaying any suspicion of his allegiance.

56
MOCKINGBIRDS

The Forges
Llyhn is rife with hostile factions and individuals who cannot
be confronted directly or through diplomacy, requiring
more subtle and sly means. This branch of the Rasha Galam The Forges is an area dedicated to processing and fabrication
deals with infiltration and utilises agents acting in various of goods used all over the Eternal City. Perpetually covered
capacities to surreptitiously propagate the interests of the in a heavy, dusty smog, the district has earned its name
enclave. Imposters, schemers, manipulators, and poisoners from the vast number of forges, smithies, and kilns scattered
fill their ranks – all operating at the behest Nirak Ves, the about.
manipulator maestro.
Countless slaves and labourers rush about keeping the
Most of these surreptitious agents operate within Llyhn, furnaces scorching, the supply lines moving, and production
stationed inside blocs or factions unreachable by diplomatic running.
or other overt means. These masquerade assignments are
often prolonged, requiring that the imposters spend years
attaining an influential position, while covertly manipulating THE MALLET
policies or pursuits that may affect the enclave. Imposters are
typically halfbloods or Voidmarked able to disguise or refute
their association with the enclave and humanity. This workshop specialising in war machines is a large complex
consisting of several adjacent buildings connected by a central
Particular members of the Mockingbirds are taught to handle courtyard leading into a massive storage facility.
more immediate and ad hoc situations that require subtle
and untraceable but violent action. They are trained in the Many of the staff are Talath and Huyn from hot and arid
arts of intimidation and murder to efficiently and promptly regions - a workforce well-adapted to the heat and hardships
handle situations deemed critical. More often than not they of working near the blazing furnaces. The sound of hammers
act as assassins disposing of personages deemed an immediate on anvils, saws cutting into timber and the harsh breathing of
and critical threat. hefty labour is ceaseless within the complex walls.

Such is the secrecy that surrounds the Mockingbirds that only The Mallet is owned by a Je’ehl pariah named HuaRu. As a
Nirak Ves knows who its members are. former engineer serving in one of the last great Je’ehl armies,
It is rumoured that some of the Mockingbirds themselves HuaRu is adept at designing and fabricating machinery of
do not actually know who they work for, only receiving death. His inventive constructs are renowned, and his clients
directives through anonymous missives and messengers. count multiple despotic rulers and warlords from across the
Cosmos.

Mockingbirds organisation HuaRu’s signature war machine is a catapult adapted to fire


Mohk pearls that explode upon impact.
COMMANDER Nirak Ves
1ST INFILTRATORS Principal
(LLYHN) ? infiltrators THE CRIMSON BLADE
2 ND
INFILTRATORS Principal
(EXTERNAL) ? infiltrators
This renowned weapon smithy is owned by a Pajurr named
Muak and takes its name from the fact the speciality is
forging weapons of blood iron from the ore excavated on
Sinnis Gibil, the Pajurr homeworld.

NOTABLE MOCKINGBIRD MEMBERS Muak and his master smiths can work any metal, but they
have made a name for themselves forging the crimson
• Nirak Ves is an elderly woman who has spent blades of their homeworld into weapons for an affluent
her entire life manipulating and manoeuvring clientele who can pay the exorbitant price such armaments
others to do her bidding; unbeknownst or costs.
willingly, it matters not to her. Unremarkable
of appearance except for intense two steel-grey Muak collaborates with several syndicates on Sinnis Gibil
eyes, one would never suspect her of being the to secure a stable flow of iron ore for his production.
mastermind behind the conniving intrigue and Beyond being the sole purveyor of iron ore weapons in
scheming that has averted disaster and ruin for Llyhn, he is an acclaimed craftsman who has produced
the enclave on countless occasions. weapons for many a high-caste and aristocrat in
Penda’Rinn.

57
ATRAHASIS LAIR

3
Atrahasis Lair is a tiny obscure restaurant in the Dhaarese 2
district, located in a small maze of alleys below a street.
This restaurant is well-known, and most patrons heartily
recommend it to others. They also have multiple nicknames
for it. All describe the restaurant as a place of genuine
conviviality, with a chatty and jovial owner – Uta-Napishtim
– and his introverted wife, who will be preparing dishes
reminiscent of Uruk’s delicacies.
1
The restaurant’s exterior, between two large buildings that
almost obscure it with their imposing presence, is not the
most impressive or the most welcoming. The restaurant sign
looks ancient. It is chipped and marred, making it difficult
to read the name. The signboard tilts, and, on windy days,
patrons bet on whether it will fall down, always with a bonus
for those wagering on it hitting a customer.

The facade shows signs of ageing and is usually in shadow


due to the surrounding buildings. The structure seems to be a
mixture of blue-glazed bricks reminiscent of ancient Babylon
and terracotta made directly from the natural resources of
Llyhn. The door is a simple curtain made from a rather
shabby linen sheet.

The interior seems slightly disjointed compared to the


austere exterior. The place may look a little gloomy, as it is
modestly lit by candles arranged in simple holders around
the room, but the wax candles give off pleasant and slightly
psychotropic scents, inducing a warm and comforting feeling.

Delectable smells of dishes deriving from Babylonian cookery


waft from the kitchen and seeps into the small alley outside,
attracting passers-by into the establishment.

The entrance is a corridor with a heavy carpet that, although


Atrahasis Lair
covered with muddy footprints, shows embroidered bulls
1. STAGE
woven in golden thread on a blue background. On either
2. KITCHEN
side are low tables with cushions strewn around for seating.
3. TRAP DOOR
Across from the entrance is the counter where the owner,
4. STORAGE
Uta-Napishtim, greets customers.
5. IMMACULATE FLOWER
The counter itself is a stunning black stone piece that seems
to contain a strange dark smoke quite reminiscent of the
Void in its swirling patterns. The top is made from a single The cellar is separated into two parts, one which is cool
block of marble, with a faint coppery outline. and dry, ideal for the preservation of food, allowing for
the optimal preparation of dishes as succulent as possible.
To the right, in the back, is a platform for musicians, dancers The other part, darker and more humid, is hidden behind
and artists of all kinds to entertain the clientele. Traditional a locked door. Beneath the door, a strange light sometimes
music and allusive dances are regularly performed there. emanates.
Some days, slave traders present their goods on the stage,
making them do performances to show off their qualities. At the centre of the locked room shines a faint light—a light
from a pristine plant that seems eternal and ephemeral. The
Behind the restaurant is the kitchen, accessible only from walls seem lost in shadows as if they are not really there,
behind the counter. In the centre is the workstation and another glow, at the same time gloomy and warm,
consisting of a large stone table with wood casing. To emanates weakly from the shadows once you stare into them.
the side is a large wood oven, and in the corner, a trap Occasionally low distant moans reverberate around the room
door leads to the cellar. as if echoed between the pristine plant and the ethereal walls.

58
The immaculate flower is similar in appearance to a lily
with white petals, with dull golden pistils and stamen. It
only blooms when adjacent to Void emanations, while the
absence of Void influence leaves it as a bud.

Once bloomed, it emits a natural luminescence which seems


to suppress Void distortion around it. Rumours say that the
flower has a complex consciousness and can interact with
sentient beings under certain conditions.

THE FORGES PLOT HOOKS

• Immaculate flowers are prohibited to anyone


but the Unseen Rulers in Llyhn. Despite Uta-
Napishtim keeping it a tight secret, rumours
about its existence are swirling. With black
market buyers willing to pay any price to get
even a petal of this flower and the Jinassar
confiscating any found specimens it is only a
matter of time before Atrahasis Lair becomes
the focus of a lot of attention.

59
Notab le P eople of
of
Dhaarese
haar ese
Notable people
D
CAPTAIN RHYZHAR The captain occasionally takes on passengers or private
commissions, but only if the destination or assignment fits
into his own plans and schemes.
DESCRIPTION: Captain Rhyzhar is a Je’ehl of proud
demeanour and unassailable presence. He is the commander His ship’s crew is composed of a multitude of species,
of the void vessel “Promise of Yesterday’s Dawn”. His trading ranging across different castes, with a surprising number of
enterprises span many worlds and civilizations in the Cosmos. humans amongst them. Do not mistake this for any kind of
His ship is one of only two in the Red Fleets that trade the egalitarianism; Rhyzhar sees the other species as useful tools,
heady psychic liquors of the Szansid. He keeps both the route nothing more.
to and the identity of those folk a closely guarded secret.
Those who perform their duties well are rewarded, those
Both he and his sons are known to frequent the Midnight who do not are left behind. Of late he has found that
Market, seeking the most exotic trinkets and esoteric goods, humankind, with their adaptability and disposable nature,
or other activities intended to further his long-term goals. is quite useful. Useful enough, in fact, to have fathered a
half-blood son with one.

APPEARANCE: Captain Rhyzhar stands nearly a full head


higher than the average Je’ehl. His most striking features are
the shattered horn upon his head and the gold-tinted gem
that fills the empty socket of his upper-left eye. Both are the
result of a feud with an old nemesis he refuses to speak of.
Rhyzhar walks with a notable limp, the result of another
violent encounter that mangled his right foot. The
limp is caused not by a missing foot, but rather the
grafted replacement he now possesses, namely a
human foot.

Those who are Je’ehl, or are intimately familiar with


that species may notice signs that Rhyzhar is beginning
to develop into a Great One. He usually takes great
pains to conceal this – he does not wish to participate
in a social system he hopes to upend.

MOTIVATION: The captain is disgusted by the current


decadent state of the Je’ehl, and all his efforts are
designed to promote his ultimate goal of returning his
people to their former glory. He lets nothing and nobody
stand in the way of achieving this. While some find his
actions erratic, each step he takes is well planned to further
his goals.

GARB: In Llyhn and Kandahir, his outfit tends toward the


drab and utilitarian, however at “sail” and on other worlds,
he adds colourful accents to impress the natives and those
he does business with.

HELPERS/ALLIES: His closest allies are his two sons: the


full-blood Je’ehl Sahkar, and the half-human Temar. Both
are trusted implicitly, though rumour among the crew is that
he favours his half-blood son.

60
In keeping with his finding humans to be so singularly useful,
Captain Rhyzhar he is a very secret benefactor of the Feeradani enclave,
through a series of mediators to keep his involvement to a
minimum.
AGILITY 3 HEALTH 29
AWARENESS 5 SIZE Medium Rumour has it that Sahkar is jealous of his brother Temar,
STAMINA 4 MOVE 7 and has been plotting against the half-blood. This is a
carefully constructed lie; the brothers are quite fond of one
STRENGTH 5 WEAPON Staff (+4) another and are conducting a scheme to ferret out agents
INTELLECT 5 REACH Near (3) working for their father’s mercantile and political opponents.
However, they are not as experienced as their father, and
PERSUASION 6 ATT SPEED 0
there is no telling who might get tangled up in their scheme.
PRESENCE 5 DMG D6+2
WILLPOWER 5 DV 7 HOME: The captain effectively lives on board his ship,
though he maintains warehouses and offices at the Llyhn
PROTECTION 1
docks in the Dhaarese district and some Je’ehl worlds.

TALENTS/ Resolve, tolerance, creative thinker, QUIRKS: The captain is quite reserved; he keeps his thoughts
FLAWS and arrogance. and feelings to himself. He has an unusual fondness for the
odd creatures called “cats”, which arrived in Llyhn along
ATTRIBUTES Horns and four eyes. with humanity; he always keeps several onboard his ship.
PRIMARY Enquiry [4], intrigue [5], and
SKILLS: navigation [5].
EQUIPMENT Fine clothing, cloth armour, staff, and
personal items.
POWERS Enlightened [3]

CAPTAIN RHYZHAR INTERACTION:

• The characters may very well run into Captain


Rhyzhar in the Midnight Market looking to
procure rare goods or other unusual trinkets
that coincide with what the characters are after.
He finds humans to be a useful tool. He may
employ them as guards at several warehouses
he owns, send them on errands in the Midnight
Market, or use them as intermediaries in
questionable dealings. If they prove themselves
up to the tasks he or his sons assign them, they
may even be “rewarded” with a position on his
ship or on one of the void vessels he has some
controlling interest over. As an impartial actor,
he will not generally get involved himself, but he
may allow his sons or other close allies to act as
mediators in disputes and negotiators between
different organizations or individuals, but only
if the situation may affect his goals.

• Should the characters – intentionally or not


– cross Captain Rhyzhar, they will find him a
vengeful and no-nonsense sort of enemy. Any
transgressions, most likely, result in a gang
herding the perpetrator to a fateful meeting with
some silt sharks. He only deals with the most
grievous insults personally, usually by forcing
the guilty party off the deck of his ship in the
middle of the void!

61
The effort takes its strain on him but every few days, when
A whisper of a name with no location was how it he has recuperated, the door of the “Vagabond’s Aerie”
started! How was one to track just a name in the links to another location or person with whom he has made
Eternal City without knowing where to open the a pact. The time and place of their links known only to him.
correct doors?
The “Vagabond’s Aerie” is a single room divided into
Everything led to the Dhaarese district where sections of loungers and low tables where the patrons smoke
further inquiries gained a description of a symbol, sheesha and converse vigorously. Presiding from behind the
an amethyst plume crossing an iron dagger. Any massive bar, Cutlery is a trader of information, services, and
structure or vessel bearing the symbol might contain anything else that pleases him.
the target, for there were no certainties in life save
death. As the location of “Vagabond’s Aerie” constantly moves,
Cutlery is a difficult NPC for characters to form relations with.
Hours went by, and the light began to fade with no His role will often be as an obscure source of information
trace of the sought icon, but when the sky grew dark, or a provider of esoteric equipment. The difference of his
and the faraway stars shone, the traveller spied a position as ally, impartial or antagonist lies in whether his
faint purple light winking from the mast of a massive services are offered freely, at a price, or deceitfully.
galley moored at the harbour.

Closer inspection revealed the sought-after mark.


Slipping a name and a few Dhin to a crew member
the traveller was led below decks to a door bearing
the plume and dagger, but which seemed to lead to
a storage room.

Suspicions grew until the door was opened to reveal a


somewhat bustling tavern inside. Void visions flashed
and faded as the traveller crossed the threshold.
Warily, the traveller asked who might know the name
and was directed to the barkeep.

Standing at almost six cubits, his crest feathers nearly


reached the sign naming the tavern “Vagabond’s
Aerie”. His form, likewise, covered in feathers the
shade of soot-mixed ink or the last glimpse of twilight
above a Void horizon, the broad-shouldered, purple
beast gave a side glance at the newcomer and then
turned a battered and chipped beak to face the
traveller.

A well-tailored leather vest clung to his chest secured


by a steel chain about the collar while pants were of
a less restrictive nature. Uncloven hooves echoed
behind the bar as he stepped to refill a drink.

“Greetings, traveller. I am Cutlery. Welcome to my


world. Are you in search of treasure or perhaps just
a story and a drink?”

CUTLERY AND “VAGABOND’S AERIE”

Often assumed to be nothing but a wild tale told to


young, naive Voidfarers, Cutlery and the Vagabond’s
Aerie are very real.

Cutlery is an entity able to shift the location of his


establishment within Llyhn and possibly other places.

62
ONNOON
Cutlery
AGILITY 3 HEALTH 27 Onnoon is the name of a collective organism; each individual
AWARENESS 7 SIZE Large member of the hive is connected psychically to each other. It
is a parasitic entity that inhabits the bodies of other creatures,
STAMINA 3 MOVE 6 / 12 [fly] manipulating and controlling them.
STRENGTH 4 WEAPON Unarmed [4]
Although unable to control “higher” lifeforms for more than
INTELLECT 6 REACH Close (0)
an hour or so at a time, a group of Onnoon are capable of
PERSUASION 5 ATT SPEED 0 completely taking over the minds of animals and using their
PRESENCE 3 DMG D4+1 bodies indefinitely to its own ends. Highly intelligent and
nearly imperceptible to most creatures, so far Onnoon has
WILLPOWER 3 DV 6 been largely free to spread itself throughout the Eternal City.
PROTECTION 0
Deposited in Dhaarese by a fluke Void torrent from an
unknown world, Onnoon was delighted to find that viable,
TALENTS/ Alertness, empathy, perfect Liar, pliable hosts were plentiful. Since then, it has reproduced and
FLAWS charmer, compulsive Liar (Mild), and spread itself throughout the city by inhabiting vermin and
distinctive appearance. working its way up the food chain to other hosts. Since its
ATTRIBUTES Feathers, large, beak, wings, arrival, Onnoon has spent a great deal of time eavesdropping
digitigrade legs, hooves, and ageless. and learning the local languages and customs.
PRIMARY Herbalism [5], Languages [6], Some time ago, a trader came through Dhaarese with a pet
SKILLS: Subterfuge [5], unarmed [4 / that Onnoon determined was capable of speech. Onnoon
unarmed parry], and small blades [4]. disposed of the trader, seized the creature as a host, and
EQUIPMENT Ornate dagger, fine clothing, and assumed the trader’s identity. Ever since, it has used the form
esoteric paraphernalia. with the pretence of making a living by selling exotic pets
POWERS Gnostic Mystic [6], Void sphere [6], and animal companions. Of course, any creatures Onnoon
and Forces sphere [6]. takes possession of are quickly infested.

SPECIAL The Vagabond’s Aerie constantly Easily able to get eyes and ears into places others cannot,
shifts location at Cutlery’s behest. Onnoon has recently branched out into the trade of chatter
brokering.

CUTLERY INTERACTION: APPEARANCE: Though almost completely transparent


in normal light, appearing as little more than the shimmer
• Because of his enigmatic nature, it is challenging above hot sand, Onnoon is bioluminescent in the ultraviolet
to gain Cutlery as an ally, but he will assist spectrum. To those capable of detecting them, individual
the characters without charge if his trust is members of the Onnoon collective appear as tiny, slug-like
earned. He might even be willing to shift the creatures.
“Vagabond’s Aerie’s” location so that when the
door opens, they are in a different place within However, most beings that interact with Onnoon do so while
the Eternal City. it is in the guise of its host. Its current public face is that of
a human-sized, arboreal, primate-like reptilian unheard of
• Cutlery is always willing to acquire something in Llyhn.
new and shiny, as birds are want to do. As
impartial, he would trade information or The creature possesses opposable thumbs, flexible eyestalks,
resources with the characters and even send a wide mouth full of razor-sharp, triangular teeth, and a
them on a treasure or relic hunts to acquire the surprisingly agile tongue. On its homeworld, it used its
means to pay for his services. turquoise scales, dark green stripes down its back, and a
tuft of magenta feather mane around its head to blend in
• As an antagonist Cutlery might still let greed get with the gigantic flowers that grow on the trees there.
the better of him and trade with the characters,
but at exorbitant prices or providing misleading GOALS: Onnoon’s primary goal is survival and
information, imperilling them. Animosity could exploration – it aims to seek out exotic, powerful,
build over time, and Cutlery could use his and interesting life forms to inhabit. Hosts that fall to
substantial sway and abilities to interfere with violence are ultimately abandoned as expendable while
the characters. the individual Onnoon inhabiting them are generally
able to flee undetected.

63
GARB: Having little need or desire for clothing and gear
itself, Onnoon understands the customs of Llyhn and has
managed to dress its host in brightly coloured, if otherwise
ordinary, clothing to fit in.

ALLIES: Onnoon owns a handful of slaves, which it uses as


messengers and labourers. Otherwise, it has inhabited dozens
of animal hosts throughout the city.

DOMAIN: Onnoon maintains a humble dwelling, which


doubles as a home and storefront, close to the stocks in
Dhaarese. It is always filled with various animals under the
pretence of being pets and merchandise, all of which are
inhabited by Onnoon.

QUIRKS: While a group of two or three Onnoon can


completely control most animals, a single Onnoon
can usually only nudge the host towards certain
behaviours and so largely relies on spying on those
nearby. An individual separated from the others can
maintain a psychic link to the collective across several
thousand cubits, though is likely to lose touch with them
if further away or unfortunate enough to be swept into the
Void.

Onnoon
AGILITY 2* HEALTH 27
AWARENESS 3* SIZE Medium
STAMINA 4* MOVE 6
STRENGTH 4* WEAPON Unarmed [-1]
INTELLECT 7 REACH Close (0)
PERSUASION 5 ATT SPEED -1
PRESENCE 2* DMG D4+1
WILLPOWER 3 DV 6 ONNOON INTERACTION:
PROTECTION 0 • An impartial Onnoon could hire the characters
to capture live animals from far-off places and
TALENTS/ Quick learner, mimic, and greed. rent them guard animals while within Llyhn.
FLAWS Onnoon’s network of spies could provide them
with information – for a price.
ATTRIBUTES Amorphous, domination, insubstantial
flesh, possession, and telepathy. • As an ally, Onnoon could spy for the characters
The inhabited creature may have and help them track down almost anyone in the
other Attributes. city. Llyhn could become a safer place for them
PRIMARY Languages [4], common lore [5], as Onnoon provides reliable information about
SKILLS: commerce [4], and observation [4]. plots and intrigues potentially affecting them.

EQUIPMENT Fine clothing, and exotic • As an antagonist, Onnoon would ensure the
paraphernalia. characters’ secrets were exposed, and their
POWERS Enlightenment [6] enemies were always a step ahead of them.
Provisions and supplies would constantly be
SPECIAL *Some Trait scores depend on the
ruined by vermin. Screaming and scratching
inhabited body and do not reflect
animals would keep them awake at night.
Onnoon’s true scores.

64
APPEARANCE: Xaman Kaax is a thin, hairless humanoid
XAMAN KAAX
with vertical slit eyes, a broad flat nose, and blue and green
skin, similar to snakeskin and only a hint of ears. Clad in the
ragged remains of once regal robes he still carries himself
DESCRIPTION: Among his people on Yigg, Xaman Kaax with an air of authority, at least while others are looking.
appeared to have it all, he was one of the chosen – an
incarnation of a god! But Xaman Kaax’ life was glorified Still, he avoids eye contact and rarely speaks to strangers.
captivity in the Temple of Ahau-Chamahez. His life as a Once acquainted, however, he can be garrulous, and with
deity consisted of being exploited for his power and callously time and confidence restored some of his former feigned
punished if he resisted. authority returns in earnest.

While the priests of Yigg made a show of honouring the GOALS: After a life of slavery and suffering, Xaman Kaax
chosen as gods, in truth, the chosen were little more than hopes to be able to survive as a free man, to aid others in
slaves. Forced to use their powers by the priests until need, and perhaps help others escape the bonds of slavery.
debilitated, left useless or worse by the very powers they His dream is to one day return to Yigg and free those still
were forced to wield. Xaman Kaax was lucky to be captured enslaved there.
by slavers during a raid on his Temple by off-world slavers.

Arriving in Llyhn, Xaman Kaax was sold to a tea merchant


where he served as a herbalist. After a few months of service,
Xaman Kaax saved his new master from assassination by
concocting a cure to a deadly poison administered by rivals.

Rewarded with his freedom and some coin, Xaman Kaax,


far too naïve for the streets of Llyhn, quickly fell prey to a
swindler. Left broke and without means, he makes his own
way in the back alleys of Llyhn, but he is free for the first
time in his life.

Xaman Kaax
AGILITY 1 HEALTH 35
AWARENESS 5 SIZE Medium
STAMINA 5 MOVE 3
STRENGTH 1 WEAPON Staff [-2]
INTELLECT 5 REACH Near (3)
PERSUASION 1 ATT SPEED -2
PRESENCE 1 DMG D6-2
WILLPOWER 5 DV 5
PROTECTION 0

TALENTS/ Distinctive Appearance, frail, and


FLAWS outspoken.
ATTRIBUTES Natural immunity, regeneration, and
reincarnation.
PRIMARY Herbalism [2], observation [2], and
SKILLS: survival [2].
EQUIPMENT Ragged Ceremonial Clothing, Tools,
Herbalist (Terrible), sling bag with
a bowl and utensils, incense, and a
battered old censer.
POWERS Furore Mysticism [2], Sphere of Life
[4], Sphere of Mind [4]

65
GARB & EQUIPMENT: Ragged ceremonial clothing, tools
of the herbalist trade, sling bag with a bowl and utensils,
incense, and a battered old censer.

ALLIES: While naive, Xaman Kaax is aware that his hopes


of survival in this strange new world are rapidly diminishing
without allies and acquaintances. He is likely to seek to
ingratiate himself with individuals he thinks share his
sentiments towards slavery. However, his tendency to pivot
from pomposity to obsequiousness tends to rub many the
wrong way.

DOMAIN: Xaman Kaax can be found roaming around either


Kimah or Dhaarese peddling his skills for a place to lay his
head or a meal to fill his stomach. His preferred patch is in
the area surrounding the forges and foundries of Dhaarese.
Here he is sometimes furtively invited to sleep among the
labourers in exchange for a restorative brew.

QUIRKS: Years spent in bondage, being beaten if he


showed any wilfulness or contemplations of independence,
has left him physically undeveloped, but hard as black jade
spiritually. To fully take advantage of his gifts, Xaman Kaax
conceals his powers to influence minds.

XAMAN KAAX INTERACTION:


Xaman Kaax can serve many roles but is most likely
to be encountered wandering the alleys recruiting
people who share his ambitions in aiding the
downtrodden or retaking Yigg.

• If the characters find themselves injured in the


street, Xaman Kaax might come upon them and
offer his help. Or, without caste and living on
the streets, Xaman Kaax might be the one to
find himself in need of rescue.

• Xaman Kaax might be used to draw the


characters into plots to free slaves or improve
the lot of the casteless in Llyhn. Depending on
which side of such a scheme the characters find
themselves, he can be either a friend or foe.

• Xaman Kaax fears that the priests of Yigg will


send representatives to take him back to the
Temple, the players could be hired to kidnap
him and return him to captivity, or indeed to
protect him from such a dark fate.

66
67
Player’s
Option
player’s
option
68
Ch a r a cte r C
Cr eati o n
CHAPTER:

Character reation

Albeit the possibilities offered in the Core Rulebook for


Ta l e nts
Talents
creating unique and remarkable characters are already vast,
imagination and creativity hold no bounds, so new ideas have Talents are special competencies tied to a character’s Trait
developed since the release. scores. Players may decide to add Talents to their various
Traits that have a score of three (3) or higher, granting
Some of these ideas have emerged during playtesting or a particular capability and added narrative flavour to that
been inspired by the growing Black Void community on Trait.
Discord, while others have been grown in “test-tubes” or
are reimaginations of ideas birthed in the initial character Talents cost three (3) character points to acquire and can
creation section. only be added as an advancement with the Arbiter’s explicit
permission.
Whatever their origin, this chapter provides a new plethora
of options for players creating characters – and Arbiters New Talents have not been added to all Traits. Traits with
creating NPC’s – for the Black Void RPG. fewer associated Talents in the Core Rulebook have been
favoured for new options in this sourcebook to balance out
The character creation process follows the rules as laid out the possibilities for players.
in the Black Void Core Rulebook.
Each option has a character point value for players to
“purchase” the abilities they want to for their character. As Talents
always, abilities can be acquired during the character creation
process or added later on as the character advances. AWARENESS COGNISANCE
STAMINA ROBUST
The chapter follows the same overall order as used in the
Core Rulebook. It contains new Talents, Flaws, Backgrounds, STRENGTH STRONG GRIP
Attributes, Esoteric Attributes and Skills. INTELLECT NATURAL LINGUIST
CREATIVE THINKER
Each section has an overview of the options included in the
WILLPOWER DETERMINED
category and subsequently a detailed description, explaining
the full rules for the ability option – the same way as those
in the Core Rulebook.
Awareness Talents
The twin suns were scorching...
COGNISANCE: The character can recognise and grasp
subtle and even subliminal messages and pointers from
The unbearable heat augmenting the sickening stench
behaviour, speech nuances or other social exchanges.
from the rotting cadavers strewn across the alley.
The character gets a +1 bonus to identifying deception,
What few residents intended to scurry through the
misrepresentation, as well as denoting meaning from
passage as a shortcut were swift to use alternate
observed behaviour.
routes to their destinations.
Also, secretly conveyed information or nonverbal
None but sludge rats and other mindless vermin
communication is fairly lucid for the character, and a
dared disturb the remnants discarded by the
+1 bonus apply to comprehend such.
Shrouded Izhrit.

69
Stamina Talents
To those with an expanded sense of being, the simple
act of putting one foot in front of another for a
ROBUST: The character is exempt from making any initially while can lead to an epiphany of profundity and
required Stamina roll involving active physical exertion understanding.
and can add a +1 modifier to subsequent rolls involving
continuous physical actions.

Example: Ahad has a Stamina score of 4. If he were


swimming, he would generally be required to make a Stamina Intellect Talents
roll after 40 minutes. Because he is robust, the initial roll is
disregarded, and he can swim for an additional 10 minutes
before being required to make a roll. NATURAL LINGUIST: The character has a flair for
The postponed roll counts as the first in terms of applying languages and can catch the gist of an unknown language
penalties to subsequent rolls for exhaustion. exceedingly quickly.

After hearing a language spoken intensely for a matter of


Strength Talents hours, the character grasps the basic phonetic patterns and
sentence structure.
After consistent exposure for a few days, the character can
STRONG GRIP: The character has an exceedingly firm grip recall and use rudimentary words and phrases.
and gains a +1 modifier to grappling manoeuvres as well as
resisting disarming. This capability does not replace the language skill but enables
the character to convey simple messages without making rolls
Additionally, any critical failure or mishap resulting in the to be understood.
character dropping a weapon or item is disregarded.

CREATIVE THINKER: This character is born with the ability


to think outside set patterns, often contemplating solutions
beyond common notions.

When faced with problem-solving, riddles or similar, the


player may either add a +3 to Intellect rolls to discover
a tenable solution or request a roll to receive a hint of
possibilities in terms of how to resolve a given situation.

The latter application should only provide the player with


feasible options, never offer a precise solution.

Example: Idna finds herself stuck on an islet surrounded


by rising waters and silt sharks. A quick survey of her
surroundings reveals nothing but kelp, seaweed, and shells,
but – being a creative thinker – she is allowed an INT roll
to come up with a solution.
A successful roll discloses that scattered mounds of seemingly
useless bubble seaweed can be piled into a makeshift float,
allowing her to paddle to shore, avoiding the jaws of the
voracious sharks.

Willpower Talents

DETERMINED: Once the character has decided on a path of


action, he or she is adamant about seeing it carried through.

Once per day, the player can declare that the character is
determined to succeed in a given activity and add a +1
modifier to a given action roll.

Note that consequence, effect, and similar dice rolls cannot


be affected by the determined Talent.

70
F law s
Flaws
Flaws are physical, intellectual, or social inadequacies that
characters have to cope with daily. The Flaws used in Black
Void are not meant to impede players severely but to furnish
meaningful trials and add depth to characters.

If an acquired Flaw is too constraining or has little bearing


on a character, the player or Arbiter may address the
matter to resolve it narratively or by revising the character.

Picking a Flaw awards extra character points for the player Agility Flaws
to use during character creation. Flaws can be chosen for
Traits with scores of three (3) or lower.
UNGAINLY: The character is moving awkwardly to such an
However, unlike Talents, Flaws have severities that relate to extent that they are impeded by it.
the Trait score they are linked to.
A mild Flaw can be chosen for a Trait with a score of three Mild: The character suffers a -1 penalty to basic movement
(3) or lower and grants one (1) additional character point. rate. This limitation is further perpetuated in all associated
A moderate Flaw corresponds to a Trait score of two (2) and movement rates.
below, giving two (2) character points, while a severe Flaw may
only be chosen for a Trait with a score of one (1) but grants Moderate: In addition to the movement impediment, any
three (3) additional character points for the player to spend. performance, dodge, athletics, acrobatics, or similar rolls
suffer a -1 penalty.
Multiple Flaws may be acquired during character creation.
However, Traits can only have one (1) Flaw each and the
total amount of points gained may never surpass a total value UNCOORDINATED: The character is remarkably inept with
of three (3). their off-hand and coordinating actions.

Consequently, characters can have up to three mild Mild: All actions requiring the use of two hands suffer a -1
Flaws, one mild and one medium Flaw or one severe penalty.
Flaw – dependent on the Trait scores as described above.
The Arbiter must approve all Flaws chosen by a player. Moderate: Actions relying purely on the off-hand, two
hands, and simultaneous or secondary actions suffer a -3
Similarly to Talents, not all Traits have gotten new Flaws. penalty in addition to any other applicable penalties.
Traits with less correlated Flaws in the Core Rulebook have
been preferred for further options to offset any disparity. Severe: The character is unable to perform actions requiring
two or more hands as well as secondary and simultaneous
actions.
Flaws
AGILITY UNGAINLY Stamina Flaws
UNCOORDINATED
STAMINA SUSCEPTIBLE
STRENGTH CRIPPLED SUSCEPTIBLE: The character has remarkably poor health
WEAKLING and frequently becomes sick or diseased.

PERSUASION INTRACTABLE Mild: The character has a -1 penalty to all rolls to avoid
UNCOMPELLING infection (see page 143 in the core rulebook), disease, or
similar afflictions.

Moderate: In addition to the mild penalty, whenever the


character suffers an injury, a Stamina roll [4] must be
made, or the wound becomes infected.

Severe: Similar to the moderate Flaw, but with Stamina


roll difficulty 7.

71
Strength Flaws Persuasion Flaws

CRIPPLED: The character has either limited or no use of INTRACTABLE: The character is intractable and blinkered,
one or several limbs. making them difficult to coincide with. No matter how
the character interacts with others, intransigent sentiments
Mild: Either an arm or leg is crippled, inducing limited emerge and hamper the dealings.
useability. Any actions involving that limb suffer a -1 penalty,
and the movement rate is -1 if it is a leg. Mild: Whenever the character interacts with strangers,
there is the risk of them taking umbrage. Any failed social
Moderate: A designated limb is crippled and partially useless, interaction roll induces a -1 penalty to all future dealings with
causing a -3 penalty to any action involving said appendage this person. These penalties are permanent and cumulative.
and a critical failure on a natural roll of 1-2. If this is a leg,
the movement rate is reduced to half unless a crutch or
similar is used. UNCOMPELLING: The character is severely limited in his
or her ability to sway people and often manage to dissuade
Severe: One limb is wholly useless and cannot be employed rather than compel their audience when making an argument.
in any actions. Also, all activities involving nimbleness,
acrobatics, or similar suffers a critical failure on a natural Mild: The character suffers a -1 penalty to all social rolls
roll of 1-2 as the limp appendage disrupts the action. attempting to convince or compel someone, even if the roll
is based on another Trait.

Moderate: In addition to the roll penalty, a natural roll


of 1-2 in any social interaction causes a critical failure as
the character somehow offends or otherwise discourages
whomever the exchange is targeting.

WEAKLING: The character looks exceedingly spindly and


feeble, inviting abuse and derision.

Mild: All attempts by the character to intimidate –


regardless of which Trait is applied – suffer a -1 penalty.

Moderate: In antagonistic social encounters, a character


with the weakling Flaw will always get targeted.

Severe: Because of the prevalent “Might makes right”


tenet, primitive individuals and those with a derogatory
view of humanity will arbitrarily antagonise the
character, often resulting in violence unless the character
is compliant.

72
Backg
B r ounds
ackgrounds

Players can select backgrounds that affect their characters


during character creation. Backgrounds give in-game
advantages or, in some cases, challenges and can act as the
outset for an interesting back-story.

For convenience, the new Backgrounds included in this


sourcebook have been divided into Ancestry Backgrounds,
providing specific heritage options for players that want to
create Halfblood characters, and detrimental Backgrounds
that hamper or are otherwise unfavourable to the character.

Acquiring an Ancestry Background costs character points


while selecting a detrimental Background grant additional
points, akin to obtaining Flaws. As shown, some Backgrounds
have different tiers with varying point costs.

While some Backgrounds provide benefits and give characters


an interesting heritage, some – like rivals, a bad reputation etc.
– provide interesting and significant challenges for characters.

While picking a detrimental Background is always subject to


the Arbiter’s approval, it is up to the player to determine
the specific circumstances and incorporate its narrative into
their back-story.

The character should be able to get rid of detrimental


backgrounds. However, it must be an active effort from the
character, and the cost should be substantial and permanent.

A crippling injury, a permanent phobia or loss of sanity, or


something along these lines would suffice. The Arbiter is free
to require an exp cost similar to or lower than the bonus
obtained from the background.

Ancestry Backgrounds
BA’WAIKH-KIN 3 POINTS
DJANN-KIN 7 POINTS
GHUL-KIN 7 POINTS
NAQASTI-KIN 2 POINTS
JE’EHL-KIN 6 POINTS
TALATH-KIN 7 POINTS
VARIIN-KIN 12 POINTS

73
Ba’Waikh-kin
Ba’Waikh-kin
FLAWS: Due to an undeveloped or lack of nasal passage
Ba’waikh-kin innately have the “No sense of smell” Flaw,
regardless of their Awareness score. They can take other
Flaws as per normal.
3 CHARACTER POINT BACKGROUND
BACKGROUND: Characters are Halfbloods and can obtain
On rare occasions, the joining of Ba’Waikh and humans most other Backgrounds at the regular point cost.
produce viable offspring and only ever between a male Due to the tight-knit inclination of the Ba’Waikh species,
Ba’Waikh and female human. Ba’Waikh-kin characters may acquire Allies, Contacts,
Followers, Mentors, Reputation, or Status from and among
Ba’waikh-kin tends to be almost childlike in size the Ba’waikh communities of Llyhn at one point less than
and looks, sometimes barely discernible from regular.
human children except for the odd blueish
skin tone. They can easily exploit this innocent
appearance to gain favourable treatment, information,
or other advantage.

Ba’waikh-kin can take after either parent in terms of


temperament or demeanour but regularly favour their
human proclivities, habitually being reared within human
communes.

LIFE-CYCLE: Ba’waikh-kin can procreate with each other


and both their parental species. They have a propensity to
live relatively short lives, rarely getting older than 45 years
of age.

SOCIETY: As they are often confused with full blood


Ba’waikh, they frequently enjoy the same liberties as this
species which is ingrained and readily accepted in Llyhn
society.
While generally recognised as a low-caste, they do not suffer
the same bias or restrictions that humans often encounter
around the city.

OCCURRENCE: Ba’waikh-kin are a rarity even in Llyhn,


and only a few dozen are known to live within any of the
established human communes of the city.

BEHAVIOUR: Because of their rarity and ability to socialize


without being associated with humanity Ba’waikh-kin can
develop a rather smug disposition despite their inherent low
status. They rarely adhere to the Karmic beliefs predominant
among their paternal species and are more inclined to remain
unbound in their disposition and lifestyle.

TRAITS: Ba’waikh-kin may allocate points in Traits within


the following parameters:

AGI AWA STA STR INT PERS PRE WILL


1-5 1-5 1-4 1-4 1-5 1-5 2-5 1-5
*These limits include any bonuses from Attributes.

HOMEWORLD: Ba’waikh-kin characters are always Llyhn


Natives.

TALENTS: They automatically have the “Nimble


fingers” Talent, regardless of their Agility score, but
can never acquire Stamina or Strength Talents.

74
ATTRIBUTES: Unless they are Voidmarked, Ba’waikh-kin
only have access to the “Small” Attribute.

ESOTERIC ATTRIBUTES: Except for Reincarnation (see


below), they may acquire Esoteric Attributes as per normal
if they are Voidmarked.

POWERS: Ba’waikh-kin characters may acquire powers


normally.

SKILLS: They acquire skills as per normal.

APPEARANCE: Players may pick from or roll on this table to determine their Ba’waikh-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Gaunt Petite Regular* Regular* Regular* Feathery protrusions
3-5 Skinny Small Blue tint Bald Large eyes No nose
6-10 Slender Short Green tint Bald Squinting eyes Elongated skull
11+ Ordinary Ordinary Blue green Bald Large and squinting Oddly shaped hands
*The player rolls on the pureblood table, page 66 of the core rulebook.

SPECIAL: Ba’waikh-kin characters do not suffer penalties


for low-light conditions unless they find themselves in utter
darkness.

Largely accepted as a ubiquitous species in Llyhn, Ba’waikh-


kin circumvent the regular restrictions of movement and can,
as long as they do not draw attention to themselves, access
Khameeliya, Daer Bitaan and Pai’Karaan unimpeded.

Ba’Waikh-kin may always acquire “Reincarnation” at the cost


of one (1) point, even if they are not Voidmarked.

NOTABLE BA’WAIKH-KIN

Hing is a young Ba’Waikh-kin woman working as


a mediator for an Oord tea merchant based in
Khameeliyah. Purposefully projecting an adolescent
and naïve demeanour, Hing is an observant and
shrewd negotiator. She has secured numerous deals
for Maly and is active in several human communes
around the Eternal City.

Seyun is a middle-aged Ba’Waikh-kin in the employ


of the Beggar King. His appearance allows him to
easily disassociate himself from humanity, making
him a valuable asset as he can operate freely in
Kimah without signalling his association to Beggars
Court.

75
D jann -- Kin
Djann kin
7 CHARACTER POINT BACKGROUND
NOTABLE DJANN-KIN

Yiasmeen is a prominent representative in The


Assembly. It is known that she was birthed on Earth
before the cataclysm. At an early age, she was
Djann-kin have existed since before the great cataclysm cast claimed by her father, who spirited her away to the
humanity into the Cosmos. Particularly Ghul’s are prone to slopes of Mount Qaf, where she resided in the court
mate with humans, but supposedly all Djann subspecies are he attends. However, upon learning of the fate of her
known to have done so. Sometimes the Djann rears the child, maternal species, she left for Llyhn and subsequently
and at others, the child is left with its human parent, but a joined the burgeoning Assembly to aid Humanity in
concerted rearing is rarely the case. its time of hardship.

Djann-kin tend to largely resemble humans but can have a


variety of inhuman features such as glowing eyes, horns, and
so on. They can often pass completely as humans, obscuring HOMEWORLD: Djann-kin characters can originate from any
their otherworldly qualities through esoteric means or simple homeworld and follow the regular rules for allocating this.
disguises.
TALENTS: Characters can acquire Talents as per usual.
LIFE-CYCLE: Djann-kin are exceptionally long-lived by
human standards and can procreate as freely as regular FLAWS: During character creation, a Djann-kin character
humans, occasionally outliving their own offspring. must be given an innate Flaw irrespective of their actual Trait
score distribution. This Flaw is always mild severity and does
SOCIETY: Depending on how the individual Djann-kin not grant any bonus points.
appears, they may experience more or less of the bias Regular Djann-kin can choose either “blunt”, “bad temper”,
regularly directed at humanity. Very human-looking “greed”, or “impulsive”.
specimens are likely to be treated similarly to their pureblood Ghul-kin can choose between “primitive”, “repulsive habits”
brethren, while exceedingly esoteric-looking individuals are or “bad aura”.
more likely to be treated with reverence. Players may allot additional Flaws following the regular rules
and adhering to their Trait scores. Or players may increase
OCCURRENCE: As many Djann-kin hide or are perhaps the severity of the innate Flaw but gaining one less bonus
unaware of their otherworldly heritage, it is unclear point than typical from doing so.
how commonplace they are. It is suspected that distant
descendants of mixed heritage between Djann and Humans BACKGROUND: Djann-kin characters are considered
are much more widespread than commonly believed. Voidmarked and may acquire other Backgrounds as per
usual. A Djinn-kin character may acquire the Sarhnesh caste
BEHAVIOUR: While Djann-kin can take after either parent, status (6 points) but will be unable to pass as an ordinary
they tend to be more temperamental than regular humans human if they do so.
and often exhibit a certain arrogance in their demeanour,
even if involuntarily. ATTRIBUTES: Djann-kin may acquire the following
Descendants of a particular Djann subspecies such as Ghuls Attributes: Adaptive pigment, additional arms, claws, fangs,
are likely to exhibit exceedingly savage conduct, while natural resistance, natural immunity, night vision, and quick
offspring of Ifriit or Marid might be inclined towards overt healer.
callousness or pomposity.
ESOTERIC ATTRIBUTES: characters may purchase the
TRAITS: Djann-kin may distribute points in Traits within the following Esoteric Attributes: Aerial, ageless, Daimonic
following parameters and have three (3) additional points aspect, Daimonic discord, Daimonic whispers, domination,
to allocate in Traits: mesmerize, possession, shapeshifter, and true sight.

AGI AWA STA STR INT PERS PRE WILL POWERS: In addition to any Enlightenment granted
by homeworld benefits, players may allocate two (2)
2-5 2-6 1-5 1-5 1-5 2-6 3-6 1-5 Enlightenment benefits during character creation. If the
*These limits include any bonuses from Attributes. character does not have the necessary Awareness score to
obtain Enlightenment tiers these must be Void sensitivity
and Void Cognisance.
Djann-kin may become Furore Mystics and Blood Ritualists
but can never become Gnostic Mystics.

SKILLS: Characters acquire skills as per normal.

SPECIAL: Irrespective of how the Djann-kin character looks,


other Djann will immediately recognise it for what it is and
treat it with acknowledgement or even deference. Djann-kin
receive a +3 modifier to all social interaction rolls involving
pureblood Djann.

76
APPEARANCE: Players may select or roll on this table to determine their Djann-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Ordinary Short Odd-coloured Bald Glowing Claws
3-5 Lean Ordinary Ordinary* Ordinary* Ordinary Pointed ears
6-10 Muscular Tall Odd-tinted Odd-coloured Odd-coloured Pointed teeth
11+ Brawny Lanky Unusual** Unusual** Unusual** Animalistic features
*The player rolls on the pureblood appearance table / **Roll on the Voidmarked appearance table. Core rulebook pages 66-67.

77
The pack of hyenaesque creatures had been glimpsed and heard roving the barrens close to the Assembly
encampment for several nights. Their snickering howls and yelps were unnerving, markedly as it seemed that
they ventured ever closer to the shelters and tents every passing night.

In the late hours of dusk - well after the bells of the morning palace had chimed sundown - a remarkably large
specimen could be spotted probing between the tents, slavering and sniffing.
Those that awoke and saw the cause of disturbance were too terrified to act, breathlessly praying to whatever
distant Deity they venerated for the beast to pass them by.

The creature halted by a small tent belonging to Oshan - a recent newcomer - who purportedly had roamed the
wilderness of savage worlds for years until a Shirr caravan had offered passage to Llyhn.
This was the source of some speculation amongst the Assembly adherents; for what payment could a destitute
wanderer of the wilds possibly offer to Shirr merchants for such aid?

The menacing beast circled his derelict tent, sniffing at the seams as if verifying something while growling in an
odd tenor reminiscent of canine affection before abruptly setting off at a sprint.

After what seemed like hours, the supposedly shocked Oshan drew the tent flap aside to peer out in the nebulous
night. A wicker basket of unfamiliar but skilled weave stood crookedly outside the tent.

Overcoming trepidation, he peered inside and was startled to see the countenance of a little baby girl with fiery
locks.
Babbling quietly and toying with what appeared to be a peculiar-shaped jawbone the girl giggled, exposing
markedly pointy incisors. Oshan gawked at the babe who after a moment, fixed him with a possessive and
knowing gaze. Staring into those intense eyes, realization dawned on Oshan.

He knew this gaze.

He knew the creature that had mothered this child.

He knew that this was his own daughter.

Ghul-Kin
He knew that the Ghulah that haunted his dreams was real…

Ghul-kin SOCIETY: Because Ghul-kin often have noticeable inhuman


features, they are less likely to experience the prejudice
aimed at humanity at large. While specimens trying to look
7 CHARACTER POINT BACKGROUND human will be treated equally to their pureblood kin, anyone
who can discern esoteric qualities will realise that this is no
Of all the Djann, Ghuls seem the most prone to mate with ordinary human.
humans. It is unclear why they have this propensity, but it
is known that Ghul-kin were recognized even in the days OCCURRENCE: As Ghul-kin often try to hide their true
before the fall of Earth. nature, at least when among humans, it is exceedingly
difficult to know how common they are. It is supposed that
Interestingly, the Ghulah parent very rarely rears the child, many more than purists believe are in fact at least distantly
habitually leaving the infant by the abode of the supposed related to Ghuls.
father or simply handing it over. Ghuls never involve
themselves with the nurturing but have been known to seek BEHAVIOUR: While Ghul-kin take after their human parent
out their progeny once it reaches adulthood. in most ordinary respects, their flaring, savage tempers, and
eventual hunger for flesh is bound to emerge eventually.
Ghul-kin generally resemble humans as well, but more While some are able to suppress this, it is a constant struggle
often than not have distinctive features indicating their if they choose to live within any civilised society.
extraordinary heritage. Generally however, they can quite
easily pass as humans, should they wish to, by concealing TRAITS: Ghul-kin may allocate Trait points as follows and
their peculiar attributes. have three (3) additional points to allocate in Traits:

LIFE-CYCLE: Ghul-kin are unusually long-lived by human AGI AWA STA STR INT PERS PRE WILL
standards and can mate just as ordinary humans. Similar
to Djann-kin they often outlive their own offspring if the 1-5 2-6 1-5 2-6 1-4 1-6 1-5 1-4
other parent is human. *These limits include any bonuses from Attributes.

78
79
HOMEWORLD: Ghul-kin can come from any homeworld
and adhere to the regular rules for allocating this. NOTABLE GHUL-KIN

TALENTS: Characters can acquire Talents as per usual. The Ranashah siblings are notorious Ghul-kin twins
running a small gang of thugs extorting the residents
FLAWS: During character creation, an innate Flaw must be in the warehouse district of Dhareese.
chosen for the Ghul-kin irrespective of their actual Trait They used to live in the Feeradani enclave but were
score allocation. The innate Flaw is always mild severity and banished after a violent encounter with the Rasha
does not grant any bonus points. The player can choose Galam. They are unusually large and have been
between “primitive”, “repulsive habits” or “bad aura”. known to feast on residents unwilling to submit to
Players may pick additional Flaws in accordance with the their coercion.
regular rules and adhering to the character’s Trait scores.
Players can also choose to increase the severity of the innate Indhana is a reclusive Ghulah-kin who has renounced
Flaw but gain one less bonus point than ordinary from doing her Ghul heritage and struggles to rid herself of her
so. savage impulses.
She lives in a crude shanty in Kimah, offering her
BACKGROUND: Ghul-kin characters are Voidmarked. services as a guide and protector to visitants in
Due to their propensity for savageness and solitude Ghul- need of such. She is extensively blood-inked with
kin cannot acquire the Educated and Follower Backgrounds sacrosanct iconography in a fraught attempt to quell
but may obtain the remainder as normal. the blood-lust regularly overcoming her.

ATTRIBUTES: Ghul-kin may acquire the following


Attributes: Claws, digitigrade legs, fangs, fur, horns, huge
tusks, long limbs, natural resistance, natural immunity, night
vision, quick healer, stinger, tail, and tough hide.

ESOTERIC ATTRIBUTES: Ghul-kin may acquire the


following Esoteric Attributes: Beastly aspect, Daimonic
aspect, Daimonic discord, Daimonic whispers, domination,
mesmerize, possession, shapeshifter, and true sight.

POWERS: Players may choose two (2) Enlightenment


ascensions during character creation. If they do not have a
sufficient Awareness score to take Enlightenment tiers, these
are always Void sensitivity and Void Cognisance. Additional
rankings from Homeworld and such are cumulative. Ghul-
kin may acquire Furore Mystic and Blood Ritual powers but
cannot be Gnostic Mystics.

SKILLS: Ghul-kin characters acquire skills as per normal, but


must pay an additional character point for acquiring skills
related purely to Intellect.

SPECIAL: Irrespective of how the Ghul-kin looks, other


Ghuls instantly recognise it for what it is. Ghul-kin characters
gain a +1 modifier to all social interaction rolls targeting
Ghuls.

APPEARANCE: Players may choose or roll on the table to determine their Ghul-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Ordinary Short Lightly furry Odd-coloured Ordinary* Claws
3-5 Wiry Ordinary Ordinary* Mane Odd-coloured Odd limb joints
6-10 Muscular Tall Odd-tinted Ordinary* Animalistic Pointed teeth
11+ Hunched Gangly Unusual** Thick strands Black Animalistic features
*Roll on the pureblood appearance table / **Roll on the Halfblood appearance table, but ignore feathers. Core rulebook pages 66.

80
Naqast
Naqastii --Kin
kin
2 CHARACTER POINT BACKGROUND

Humans and Naqasti seem to share the same rung in Llyhn


society; down-trodden, discriminated against, and primarily
living in squalor within Kimah and Dhaarese. Perhaps this
is why a rise in mixed children from these two species is
occurring.

The children of Human and Naqasti parents tend to look


alike, all displaying grey dappled skin, short trunks, and stout
physiques.

Naqasti-kin generally seem to have inherited an advantageous


combination of qualities in terms of physical, social, and
mental capabilities, retaining the robust physiques of their
Naqasti side without the usually associated subservience or
docile nature.

LIFE-CYCLE: It is evident that Naqasti-kin live shorter lives


than regular humans except for a few rare cases. They are
able to procreate amongst themselves and with other species
but rarely tend to do the latter.

SOCIETY: Because of their heritage, Naqasti-kin are perhaps


even more predisposed to bias than regular Humans within
Llyhn. They can – however – rise to prominence amongst
their Naqasti relatives, displaying leadership qualities often
lacking in pure Naqasti.

Occasionally the human tendency to rebel against set tenets


makes them contested among the strictly dogmatic Naqasti,
but – as is usually the case – the young are keen to follow
the supposedly radical.

OCCURRENCE: Naqasti-kin have only ever been seen in


Llyhn but are becoming a growing part of both the Human
and Naqasti communities.

BEHAVIOUR: Naqasti-kin tend to be more wilful and


independent than their Naqasti parentage but often retain
their peaceable inclinations except when provoked.

TRAITS: Naqasti-kin may allocate points in Traits within the


following parameters:

AGI AWA STA STR INT PERS PRE WILL


1-4 1-3 2-6 2-6 1-5 1-4 1-4 1-5
*These limits include any bonuses from Attributes.

HOMEWORLD: Naqasti-kin characters are always Llyhn


Natives.

TALENTS: Characters may only acquire Talents from


Stamina, Strength, Intellect and Willpower, but may reduce
the cost for Robust, Unyielding, and Vigorous to two (2)
character points each.

81
APPEARANCE: Players can pick from or roll on this table to ascertain their Naqasti-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<3 Stout Stubby Greyish tint Dark patches Ordinary* Large ears
4-9 Stocky Short Grey dappled Bald Small golden Short trunk
10-12 Chunky Ordinary Dark grey Sparse tufts Large golden Long arms
*Roll on the pureblood appearance table / **Roll on the Halfblood appearance table, but ignore feathers. Core rulebook pages 66.

FLAWS: Naqasti-kin always have Social Stigma (mild) and SPECIAL: The character is capable of “Naqasti-speak”, a
may increase this, gaining one point for moderate and two jumbled mix of grunts, clicks and gestures only intelligible
points for severe. Characters may take any other Flaws their to other Naqasti. They can never begin play as Enlightened.
Trait scores permit as normal.
FLARING TEMPER: Naqasti-kin have a propensity for
BACKGROUND: Naqasti-kin are Halfbloods and cannot bouts of rage if severely mistreated. Any time a Naqasti-kin
obtain the Voidmarked Background. Naqasti-kin can never character is subjected to excessive pain, harsh intimidation,
attain a higher caste than Shahrvah nor begin play with a or becomes “hurt”, the player must make a Willpower roll
residence or resources. A Naqasti-kin character cannot have [7] or be subject to Frenzy (Core rulebook page 148)
allies, followers, mentors, reputation, or status beyond the for D6 rounds or until the source of the maltreatment is
scope of low-castes. incapacitated or gone.

ATTRIBUTES: Characters innately have Symbiotic bond


with all Naqasti and Naqasti-kin and can acquire Tough hide
and digitigrade legs at the regular point cost.

ESOTERIC ATTRIBUTES: Naqasti-kin cannot acquire


Esoteric Attributes.

POWERS: Naqasti and Naqasti-kin are inherently non-violent


and would never willingly engage in blood rituals. Some
fanatical believers have been known to perform miracles
through sheer fervent zealousness and ardent prayer. As
such, Naqasti-kin characters may acquire Furore Mysticism
(the source of the supposed miracles) but must add the
Fanatic Flaw (severe) to the character sheet as well.

SKILLS: Characters can acquire skills as normal.

NOTABLE NAQASTI-KIN

Zer is a middle-aged Naqasti-kin woman who has


become the leader of a substantial group of primarily
Naqasti labourers in the Foundry area of Dhaarese.

Zer stood up to several forge owners, demanding


better working conditions for her fellow labourers.
Her efforts prompted a movement amongst several
Naqasti crews working in the area.

Unable to quench the ensuing rallies, some of the


smaller foundries acquiesced, slightly improving the
conditions in their sweatshops. As a result, Zer has
become a notorious figure to the forge owners and
something of a heroine to many Naqasti.

82
83
Je
Je’’ehl
ehl --Kin
kin
6 CHARACTER POINT BACKGROUND

The progeny of Je’ehl and Human parents are a varied lot, TRAITS: Je’ehl-kin may allocate points in Traits within the
both in appearance and comportment, depending on which following parameters:
ancestry they mainly take after.
AGI AWA STA STR INT PERS PRE WILL
Some look predominantly human with only a faint grey-green
skin tone to denote their mixed heritage, while others have 1-5 2-6 2-5 2-5 1-5 2-6 1-5 1-5
horns and four eyes much like their Je’ehl parent – their *These limits include any bonuses from Attributes.
Human heritage barely noticeable.
HOMEWORLD: Je’ehl-kin characters can only ever be Llyhn
Most Je’ehl-kin, however, have one or several features
Natives.
indicating their hybridity, such as small bumps where the
horns would have been, a second pair of fused eyelids, or
TALENTS: Je’ehl-kin may acquire “Resolve” and
half-tint skin tones.
“Tolerance” at only 2 character points per Talent.
Other Talents cost the regular 3 character points to obtain.
Je’ehl-kin are only known to have been birthed from pariahs
as no native Kandahiran Je’ehl would demean themselves by
FLAWS: The character may take Flaws as normally and can
procreating outside their species.
never have severe STA, STR, or PERS Flaws.
LIFE-CYCLE: No Je’ehl-kin has yet died of old age, so it is
BACKGROUND: Je’ehl-kin are Halfbloods and can obtain
unknown whether the Je’ehl longevity or human lifespan
the Voidmarked background for an additional point.
dominates. Je’ehl-kin are able to procreate with their own
and other species, but the offspring tends to be weak and
A Je’ehl-kin character is automatically Shahrvah caste and
frail.
may acquire higher caste status as follows: Muati (3 points)
or Sarhnesh (6 points).
SOCIETY: Due to their parentage Je’ehl-kin largely tend to
avoid some of the bias usually directed at humanity in Llyhn.

Most Je’ehl pariahs are likely to treat them with acceptance


and even with affinity, whereas Je’ehl nation representative
would only exhibit scorn and disdain.

Due to the historical animosity, the Harith are as innately


averse and antagonistic towards Je’ehl-kin as they are to
native Je’ehl.

OCCURRENCE: Je’ehl-kin are exceedingly uncommon and


have – so far – only been seen in Llyhn itself, where the
concentration of Je’ehl pariahs is the highest. ATTRIBUTES: Je’ehl-kin may acquire the following
Attributes at regular character point-cost: Horns and multiple
BEHAVIOUR: Je’ehl-kin tend to be strong-willed and eyes. If the character has a Voidmarked Background, all
independent, occasionally – but not always – displaying the Attributes can be obtained.
haughtiness of their Je’ehl parents.
ESOTERIC ATTRIBUTES: Je’ehl-kin can acquire Esoteric
Being intrinsically caught in the animosity between Je’ehl Attributes if they are Voidmarked.
nations and pariahs – not to mention the presence of
resentful Harith – tend to make Je’ehl-kin distrustful and POWERS: Characters may obtain Powers as per usual.
suspicious.

APPEARANCE: Players may pick from or roll on this table to determine their Je’ehl-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Ordinary Short Normal* Normal* Regular* Nothing special
3-5 Stout Ordinary Grey-tinted Bald Golden irises forehead bumps
6-10 Stocky Ordinary Green-tinted Bald Fully golden Small horns
11+ Burly Tall Grey-green Tendrils Second fused pair Full horns
*The player rolls on the pureblood table, page 66 of the core rulebook.

84
SKILLS: Characters can acquire skills as normal.

SPECIAL: All Je’ehl-kin are Enlightened, beginning play with


Void sensitivity regardless of their Awareness score.

Due to their obvious heritage, regular prejudice and


movement restrictions do not apply to Je’ehl-kin
characters, and they can access Khameeliya, Daer
Bitaan and Pai’Karaan unimpeded.

Additionally, Je’ehl-kin innately receive a +3


modifier when interacting with Je’ehl pariahs.

Any encountered Je’ehl nation citizen will –


upon realising the character’s background –
immediately adopt the “adverse/disparate”
susceptibility for interaction rolls.

Interaction rolls directed at Harith suffer


a -1 penalty.

NOTABLE JE’EHL-KIN

Meiwi is a Je’ehl-kin Magistrate employed in one


of the Tithe offices in the Wharves. He the only
known Halfblood in the administration of the Unseen
Rulers, which makes him rather unique.
Countless have attempted to leverage him to gain
access to privileged information or preferential
treatment, but he has resisted all efforts so far.

HauYe is the captain of a qarib sailing between the


secluded villages in the foothills downstream and
Shallowwater.
She mainly carries tea leaves, herbs, and foraged
goods from the remote communities to market in
Llyhn but occasionally charters out her vessel or
brings passengers seeking to explore the dark jungles
surrounding the Eternal City.

85
Ta lath - -Kin
Talath kin
7 CHARACTER POINT BACKGROUND

The communion between Human and Talath is not as HOMEWORLD: When Talath-kin players select or roll for
uncommon as one might think. The offspring are known homeworld, all results of 8+ count as Llyhn Native.
as Talath-kin and are more often than not readily accepted
within Talath packs and tolerant human communes. TALENTS: Talath-kin may acquire Agility, Stamina,
Strength, Presence, and Willpower Talents. The cost of
This tolerance may be due to the fundamental outward Strength Talents is reduced to two (2) character points.
similarity between the two species. Mixed specimens easily
resemble either small Talath or large loutish humans rather FLAWS: Talath-kin may take Flaws within any Trait except
than otherworldly mongrels. Strength and Stamina.

LIFE-CYCLE: The lifespan of both species is fairly similar, but BACKGROUND: Talath-kin are Halfbloods but can acquire
due to the Talath propensity for the late physical decline, the Voidmarked Background additionally.
Talath-kin tend to remain vigorous far longer than pureblood
humans. It has turned out that Talath-kin cannot reproduce. ATTRIBUTES: Talath-kin innately have the Large,
Digitigrade legs, and Tough hide Attributes and may acquire
SOCIETY: Talath-kin seems to fit reasonably well within the following Attributes at regular character point-cost:
both Talath and Human communities, albeit they are often Fangs, Natural resistance, Natural immunity, Peripheral
considered demure with the former and brash within the vision, and Prehensile feet. If the Talath-kin character has
latter. the Voidmarked background, all Attributes can be acquired.

Talath-kin are often resolute individuals that retain a fierce ESOTERIC ATTRIBUTES: Talath-kin can acquire Esoteric
sense of community with whichever parental species they Attributes if they are Voidmarked.
prefer, or in some cases both.
POWERS: Talath-kin character can obtain Blood Ritual
Due to their formidableness yet somewhat tempered Powers as per usual but cannot become Mystics.
wilfulness and savagery, Talath-kin have become increasingly
popular as enforcers in Llyhn. SKILLS: Talath-kin may acquire the formation-fighting with
a Combat skill ranking of 1.
OCCURRENCE: As Talath are common residents or
frequent visitors to areas where humanity also resides, the SPECIAL: Talath-kin intuitively recognize Talath behaviour
presence of Talath-kin is on the rise within such regions, and can gauge the underlying mood or intent in an
including Llyhn. encounter. Talath-kin characters have a +1 modifier when
interaction with Talath but a -1 penalty when interacting
BEHAVIOUR: Talath-kin tend to display more individual with High castes or similar aristocratic denizens, due to the
versatility than their Talath parentage but are habitually repute of the Talath species.
considered somewhat simple and loutish to Human
sensitivities.
However, few humans dare cite this openly as Talath-kin
often retain the strength and temper of their other half. NOTABLE TALATH-KIN

TRAITS: Talath-kin may allocate points in Traits within the Jarbai Dhut is a recognised Blood Ritualist living in
following score values: the Feeradani enclave. Beyond her reputable talents
in the art of Bloodletting, the fact that she is an
AGI AWA STA STR INT PERS PRE WILL albino Talath-kin make her famed.
Jarbai was born in Llyhn and abandoned by her
1-4 1-4 2-6 3-7 1-3 1-3 1-5 1-5
Talath mother as an aberration. She now lives
*These limits include any bonuses from Attributes.
amongst her father’s people, having established a
sacrificial shrine in a reputedly haunted building on
the central platform of the Feeradani enclave.

The Talath-kin sellsword Daham and his troupe are


notoriously efficient and ruthless. His no-questions-
asked tenet and callous shrewdness have gained him
a repute amongst the various gangs and residents
of Kimah.
He and his cronies reside in a small half-buried abode
in the Catacomb crater, where they peddle their
lethal talents to the highest bidder.

86
APPEARANCE: Players may pick from or roll on this table to determine their Talath-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Obese Ordinary Normal* Normal* Normal* Patches of fur
3-5 Burly Stocky Brownish red Black Pale blue Pointed teeth
6-10 Brawny Towering Maroon Dark grey Pale grey Huge mane
11+ Bulging Hulking Burgundy Whitish grey Almost white Massive jaw
*The player rolls on the pureblood table, page 66 of the core rulebook.

87
Variin-Kin
Variin-kin
12 CHARACTER POINT BACKGROUND
NOTABLE VARIIN-KIN
Offspring of human and Variin parentage are amongst the
most esoteric of known Halfbloods. Unlike their rather There is only one vaguely known Variin-kin resident
libertine approach to pleasure, Variin breeding is highly in Llyhn, and that is Eureeru, the poet. Eureeru is a
ritualised. It is an almost-unheard of honour for another Voidfarer who, when in Llyhn, patronises the various
species to be embraced and bonded with. establishments of the wharves in Dhaarese.

Variin-kin, being only one-third human, are often closer with Despite her mixed heritage, she seems to have
their Variin parentage than their human counterparts. Their inherited the archaic Variin propensity for dreaming
aptitudes and demeanour tend to reflect Variin penchants and a gift for recounting these dreamscapes to
rather than human, but as Variin offspring revere all three enthralled audiences.
parents equally, there is no intentional estrangement, simply
an innate tendency. When she recites her dreamscapes, she seems
entranced, her poetic excretions evolving into hymns
Variin parents that have decided to induct a human into their and taking on ethereal qualities that enthral those
procreation would only do so if they have the utmost respect who listen.
and affection for that individual, including him unreservedly
into their midst. Or indeed, if an obscure transcendent It is even rumoured that her dreamscape renditions
motive is directing their activities, in which case the human carry concealed premonitions discernible only to a
parent would be disposed of subsequently. select few in her audience.

Due to the transformative nature of the Variin, the offspring


embrace their inherent duality without qualms and, unlike
many other Halfbloods, are never torn between one side or
the other. While the mysterious nature prevalent in Variin is The few specimens found in Llyhn are likely to roam as
less predominant in Variin-kin, they can be bent towards the their please, unhindered by patronage, bounds, or other
transcendental dreamings of their dual maternal parentage. constraints often inhibiting their human relatives.

Variin-kin tend to look very much like their Variin parents, OCCURRENCE: Variin-kin are so rare that few
with the human characteristics barely noticeable and are commonalities can be determined, but like their Variin
consequently rarely identified or treated as humans by other parents, they can live in any non-arid environment.
species.
BEHAVIOUR: Variin-kin tend to be very independent
LIFE-CYCLE: Due to the complex breeding cycle of the and free-spirited. However, once they bond with others,
Variin, requiring three participants, only a human male can the affiliation is deep and profound. While they can behave
physically partake, acting as the drone fertilising the egg. completely human, the duality of the Variin nature often
Variin-kin are so rare that their life expectancy is unknown. shines through in sporadic bouts of frivolous roving or
melancholic daydreaming.
SOCIETY: Despite their tendencies towards individualism,
Variin-kin are adored and cherished by their Variin parents TRAITS: Variin-kin may assign Trait points as below and
and welcomed by any Variin as belonging to the species, have six (6) additional points to allocate in Traits:
irrespective of the foreign bloodline. While humans with a
bias towards interbreeding with other species would likely
AGI AWA STA STR INT PERS PRE WILL
be exceedingly averse towards Variin-kin due to their
clearly otherworldly nature, more tolerant individuals would 2-6 4-7 1-3 1-4 1-6 1-6 2-5 1-4
undoubtedly be fascinated. *These limits include any bonuses from Attributes.

APPEARANCE: Players may pick from or roll on this table to determine their Variin-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Slim Short Cerulean Bald Ordinary* Frill-like appendages
3-5 Slender Ordinary Cobalt blue Thin tendrils Light green Gills
6-10 Lean Ordinary Aquamarine Thick tendrils Dark green No nose
11+ Ordinary Tall Turquoise Tentacles Glowing green Tiny mouth
*The player rolls on the pureblood table, page 66 of the core rulebook.

88
HOMEWORLD: When Variin-kin players select or roll for
homeworld, they follow these options:

Variin-kin homeworld
ROLL HOMEWORLD
1-3 Core world
4-8 Llyhn native
9-10 Border world
11-12 Deep world

BACKGROUNDS: Variin-kin count as Voidmarked and can


choose their Variin parents as the mentor background for
only four points during character creation.

Variin-kin are idiosyncratic roamers and dreamers that cannot


acquire the following Backgrounds during character creation:
Follower, residence, or resources. Other Backgrounds are
obtained as usual.

A Variin-kin character is inherently considered Muati caste


and may acquire the Sarhnesh caste status by spending six
(6) character points.

ATTRIBUTES: Variin-kin always have the forward-facing


multiple eyes Attribute and can acquire the following
Attributes as per usual: Adaptive pigment, additional
arms, alternative sense, claws, fangs, long limbs,
piscine, scaly skin, slimy, tail, tentacles, tough hide, and
transformative skin.

ESOTERIC ATTRIBUTES: Variin-kin innately have the


Void Entity [1] Esoteric Attribute.
Being shapeshifting otherworldly beings, they can
obtain the following Esoteric Attributes: Aerial (4
pts), shapeshifter (2 pts), true sight (1 pt) and
increase their Void Entity tier to [2] (3 pts) or
tier [3] (6 pts).

POWERS: Variin-kin are VoidMarked and can obtain


Mysticism Powers as per usual.

SKILLS: Variin-kin characters acquire skill normally.

SPECIAL: Variin-Kin are born Enlightened [1], with


additional Enlightenment tiers attained through Homeworld
benefits or advancement being cumulative. Variin-kin
characters have a +3 modifier to rolls when socially
interacting with true Variin.

89
D etr i m e nta l
B ackgr o unds
Detrimental
It may be that the character has repressed the memory, but
it rears its ugly head through sporadic memories or people
from the past emerging and insinuating horrible obscurities.

Backgrounds
Whatever it is, it haunts the character.

The stress from having the secret may affect the character
in a variety of ways as determined jointly by the Arbiter
and player.
Suggestions include but are not limited to the following:
While picking detrimental Backgrounds is subject to the Either the character suffers a -3 penalty to all dice rolls
Arbiter’s approval, a limit of gaining a maximum total of during stressful situations such as intimidation and so on,
three (3) points is suggested. due to severely wracked nerves.
Perhaps someone close to the character knows about the
secret, causing significant anxiety and effort to keep them
quiet. Or a repressed memory might cause periods of angst,
inducing a Fear or Delirium roll or even the loss of a Sanity
point at irregular intervals due to something reminding the
Detrimental Backgrounds character of the secret.
DISREPUTE 1* | 2*
Should the secret ever be revealed the character loses D3
HORRIFIC SECRET 2* Sanity points permanently and is considered to be in the
ILLITERATE 1* Anxious mental state – inducing a +1 to all Madness rolls
– perpetually.
OWED ALLEGIANCE 2*
PURSUED 2*
RIVAL 1* | 2* | 3* ILLITERATE [1]: The character is unable to understand any
sort of written, drawn, or similar communication.
*These points are added, not deducted during character creation.
This means that the character cannot decipher icons, read
texts, understand glyphs, or realize the meaning of transcribed
symbols, nor can he or she commit any information to a
written medium.
DISREPUTE [1|2]: The character is haunted by a bad
reputation, stunting their social efforts. This repute may be As such, the character cannot obtain any information other
more or less abhorrent and more or less widely known. than verbally conveyed messages, and they are unable to
learn any skill that implies the use of reading or writing.
While the disrepute does not influence each and every social
interaction, there is always a chance that someone recognises
the character and reacts accordingly. OWED ALLEGIANCE [2]: The character owes allegiance
Mechanically this translates into the character suffering a to someone or something and is unable to refuse any request
critical mishap on a roll of a 1-2 for any social interaction from this obscure patron. While the commitment may not
roll in locations where the reputation might be known. necessarily affect everyday life for the character, it will be
brought into effect at regular intervals.
The one (1) point Disrepute indicates that the standing is
prevalent in a single but substantial area that the character The patron has no interest in the concerns or pursuits of the
regularly frequents. character and demands complete obedience when making
In contrast, the three (3) point Disrepute Background implies commands.
that several locations are affected. Commands may include specific tasks, such as committing
murder and gathering information, or more obscure requests
What the bad reputation stems from can be almost anything, that may not be immediately evident in their merit.
but it must be something that a majority of the population
of the designated area finds deplorable. Occasionally, commands may be contradictory to the
character’s interests or come at inopportune moments,
In the case of several locations, the Arbiter can decide to causing distress and detriment to the character and their
delay determining the specific places until later in the game. compatriots.

Why or how the patron holds sway over the character is up


HORRIFIC SECRET [2]: The character carries a to the player, but it should be an irrefutable circumstance
terrible secret with them. This is no ordinary or purely while it persists.
embarrassing secret; this is something truly horrendous
that will change how people view the character or cause
severe mental distress for the character if revealed.

90
PURSUED [2]: The character is being chased by something
or someone from their past. Specifically who or what the When Zharh’s slew his most trusted lieutenant in
pursuer is and for what deed it is occurring is up to the the flaming hills of Lautir, he shouted to the three
player, but it must be something that either frightens the cardinal corners of the world: “Oh grand and
character or something which the character knows will cause generous T’so, hear my plea and promise! Restore
profound harm – in any sense of the word. my beloved to me, and in return, I bid you the
lifeblood of this viraginous warrior!”
While the pursuit might not directly impact the character
in every session, the threat should be substantial enough to When his gaze lifted from the still body, his eyes
affect the character’s decision-making either continually or overflowed with tears of joy as he saw his beloved
at regular intervals. cresting the mound and running towards him.
A scorned lover who wants revenge, slavers that the He did not notice the dagger flashing brightly in
character previously escaped from, or a former patron her hand before she drove it deep into his chest,
that the character betrayed are examples that can build an screaming curses at him as he collapsed on top of
exciting narrative around. the corpse of her lifemate.
The presence of the pursuer(s) should be something that
is felt at inopportune moments, and while it does not
necessarily have to be the pursuers themselves, they should
affect an inconvenience for the character.

Example: Suppose that the character and companions are


waiting for an essential informant at a rendezvous, and
suddenly the pursuer shows up at the location, prompting
the character and friends to flee the place to avoid discovery,
thereby losing or at least delaying the information they were
seeking.

RIVAL [1|2|3]: The character has a nemesis that does its


best to harm or hinder the character. While the competitor
may not wish the character dead, he, she, or it is likely to
go to great lengths to stop the character from achieving any
goals in life.

The rival can be from a faction the character is a part of, an


adversary that the character has bested in the past, or anyone
that might hold a grudge against the character.
What is essential is that the character is aware of their
presence and that the rival often publicly or otherwise
overtly works against the character’s interests.

The one (1) point Rival Background indicates that the


character has a rival of equal standing and capacity to
themself who continually endeavour to impede the
character’s activities at any given opportunity. The rivalry is
an annoyance that will delay and complicate the character’s
plans but likely not directly disrupt them.

The two (2) point Background denotes a somewhat


influential rival that can severely hamper the efforts made
by the character. While the rival might not risk their own
reputation or welfare to antagonise the character, they
will go to extensive lengths to obstruct and ruin their
accomplishments.

The three (3) point Rival Background implies that the


character has a powerful rival who is hellbent on ruining
the character, even to the point of risking their own welfare
to do so. This rival is so obsessed that they may wish the
character bodily harm or hurt those the character holds dear
to cause distress.

91
At
A tri butes
ttributes Sermons of death was all the holy woman had to
offer... vain promises of loss and decay!
But that was all her celebrants craved! …and at her
empty words, they deliriously flung themselves over
Attributes are physical or sensory qualities found in non- the fathomless precipice!
human species. Human characters have no innate Attributes
and can spend character points to acquire Attributes only
if they have the Halfblood, Voidmarked, or Ancestry
Background.
ACID [1-5]: Creatures with this Attribute excrete an acidic
Attributes marked with an asterisk (*) are not meant for liquid from one or several glands in their body. Whether this
player characters but are intended for Arbiters creating is continuous or requires prompting differs, but the creature
NPC’s, new species, and creatures. Such Attributes may can discharge it at will and can – if the gland excretions touch
only be acquired by characters with explicit approval from someone or something – cause acid burns and potentially
the Arbiter. induce Fear in those affected. (See full effects of acid burns
on page 141 in the Core Rulebook)

MILDLY ACIDIC [1]: The potency of the acid is mild and


cause D2 damage upon contact.
MODERATELY ACIDIC [2]: The acid is moderate, causing
D3 damage and aches upon contact.
ACIDIC [3]: The potency of the acid is enough to cause D4
Attributes damage and be painful.
CORROSIVE [4]: The acid is fairly potent, causing D6
ACID 1-5 damage and throbbing pain.
(IMPERVIOUS) (1) HIGHLY CORROSIVE [5]: The potency is highly acidic and
ADHESIVE APPENDAGES 1|3 causes 2D6 damage while inducing agonising pain.
COLD-BLOODED 0
IMPERVIOUS [1]: While the area around the gland is
COMPOUND EYES 0 immune to the effects of the acid, the remainder of the body
DETACHABLE LIMBS 0 is not necessarily unaffected. With this added Attribute, the
(LIMB REGROWTH) (3) entire body is impervious to the impact of the acid.

EYE MEMBRANES 1
GARGANTUAN* 10 ADHESIVE APPENDAGES [1|3]: Whether because of
extreme flexibility, sticky bristles or another feature, the
GIANT* 6
character’s hands and feet have a greatly augmented grip
HUGE* 4 compared to regular appendages.
MANDIBLES 1|2|3
1 point: The character has a +1 modifier to hold on to
MASSIVE FANGS* 2
items, retain stable footing, and so on, including resisting
MASSIVE PINCERS* 4 disarming attempts and similar.
MASSIVE TALONS* 3
3 point version: Analogous to the one-point version but with
MINDLESS* 0 a +3 modifier. Additionally, the character can attempt to
PHLEGM 1 climb sheer surfaces without foot- and hand-holds.
PINCERS 1|2
SMALL 2 COLD-BLOODED [0]: Species like the Timaniém rely
SOFT-BODIED 0 on the temperature of their environment for energy and
become lethargic in cold circumstances or if they have not
SPIT 1 stored heat. A cold-blooded character needs only a tenth
SYMBIOTIC BOND 1 of the sustenance required of warm-blooded individuals of
PHEROMONES 2|4 comparable size and does not easily succumb to disease and
infections, gaining a +3 to all resistance rolls towards such.
*Cannot be taken without express permission from the Arbiter.
However, in cold environments, cold-blooded characters
suffer penalties for all actions as their metabolism slows
down. Chill, but non-freezing environments cause a -1
penalty. A freezing environment induces a -3 penalty, while
a frigid arctic environment prompts a -6 penalty.

92
COMPOUND EYES [0]: Compound eyes are sensitive to GIANT* [6]: The creature is between twelve (12) and
movement and grant a wider field of vision than regular eyes. sixteen (16) cubits tall or long. The creature may add +3 to
its Strength score and calculates its Health score as STAx9.
The wide viewing angle give characters peripheral vision,
adding a +1 modifier to all surprise rolls and negating Giant creatures suffer from a -2 penalty to their Defence
Defence penalties for attacks from the side and rear. The Value rating and are subject to restricted movement in most
movement sensitivity prompts a +1 to perform reaction indoor and urban environments. Giant creatures may acquire
manoeuvres. the Massive Fangs and Massive Talons Attributes.

Compound eyes, however, are less adapted to focused and


long-distance vision, causing a -3 penalty to all observation HUGE* [4]: The creature is between eight (8) and twelve
rolls, missile attacks, and similar rolls based on viewing (12) cubits long or tall. The creature may add +2 to its
objects further away than the immediate area (24 cubits). Strength score, and its Health score is calculated as STAx8.

Huge creatures suffer from a -1 penalty to their Defence


DETACHABLE LIMBS [0]: The creature or character is able Value rating and are subject to hampered movement in most
to voluntarily detach a limb to free itself from ensnarement indoor and many urban environments. Huge creatures may
or pinning. acquire the Massive Fangs and Massive Talons Attributes.
Detachment takes a combat round, and the limb is
permanently lost unless the character has the Esoteric
Attribute regeneration or pays three (3) points for Limb
regrowth.

Small creatures permanently lose D4 Health from a detached


limb, while Medium-sized creatures lose D6 Health and Large
creatures lose D12 Health.

LIMB REGROWTH [3]: The lost limb is regrown, and


the character regains the lost Health points. Regrowing a
limb takes 2D6 days. This Attribute can only be taken in
combination with the Detachable limbs Attribute.

EYE MEMBRANES [1]: The character has retractable or


permanent membranes covering their eyes, reducing vision
distortion underwater and protecting the eyes from external
irritants such as fumes and gasses.

The character has regular sight underwater and may add


a +3 to avoid environmental effects or attacks inducing
blindness or vision impairment.
MANDIBLES [1|2|3]: Mandibles are mouth appendages
Muddy water and other externally opaque or obscuring used for grabbing, biting, and crushing. Mainly used for
factors affect the character as normal. feeding, mandibles can cause severe damage for their relative
size.
Mandibles come in a variety of sizes and shapes. The
GARGANTUAN* [10]: The creature is between sixteen commonality is that they are hardened, pincer-shaped
(16) and twenty-four (24) cubits long or tall. The beast mouthpieces moving horizontally. Most have either teeth-
may add +4 to its Strength score, and its Health score is like protrusions or grinding surfaces for crushing.
calculated as STAx10.
Many mandibles have a “locking-mechanism”, making
Gargantuan creatures suffer from a -3 penalty to their them able to retain a strong continuous hold, slowly
Defence Value rating and are subject to impeded movement crushing whatever is grasped. Once a creature succeeds in
in most enclosed and urban environments. Gargantuan a grappling attack using its mandibles, a +3 modifier is
creatures may acquire the Massive Fangs and Massive Talons conferred to subsequent rolls. Mandibles are considered as
Attributes. piercing weapons to represent the crushing capabilities.

SMALL MANDIBLES [1]: D4 dmg and piercing [1]


MEDIUM MANDIBLES [2]: D6 dmg and piercing [2]
LARGE MANDIBLE [3]: D12 dmg and piercing [3]

93
MASSIVE FANGS* [2]: Huge or bigger creatures may PHLEGM [1]: The creature can expel phlegm which is either
have proportionally big fangs, dealing considerable damage viscous or greasy – the player must choose which when
when used for biting attacks. Prerequisite: To acquire Massive acquiring the Attribute. The character or creature must
Fangs the creature must acquire the equivalent size Attribute. touch or otherwise dispense the phlegm onto an object to
obtain the desired effect, requiring a regular to-hit roll if it
HUGE FANGS (Huge Attribute precondition) cause D12 is an unwilling and live target. The duration of the effect is
damage. D6 rounds, after which the phlegm dries up.
GIANT FANGS (Giant Attribute requirement) cause 2D12
damage. VISCOUS PHLEGM: This secretion clings to surfaces,
GARGANTUAN FANGS (Gargantuan Attribute sticking objects together to inhibit movement, obscuring
prerequisite) cause 3D12 damage. vision, or whatever an inventive Arbiter or player can come
up with. Affected creatures must spend a round and make
a Strength roll [4] to remove the phlegm.
MASSIVE PINCERS* [4]: Huge or larger creatures may
have correspondingly massive pincers, causing terrible GREASY PHLEGM: This mucus coats objects, making them
injuries. The pincers enable the creature to pin specific limbs slippery and difficult to hold or control. Greased objects
and reduce grappling attack penalties by one (1). count as slimy (see page 45 of the Core Rulebook), and
affected smooth surfaces require that passing people make
Pincers can crush bones, causing an automatic crippling Agility rolls [4] to avoid slipping and falling.
injury on an exceptional hit – D6+STR modifier severity.
Grappled opponents can be crushed, causing a crippling
injury (D6+STR modifier severity) on a successful opposed PINCERS [1|2]: Pincers are pairs of brutal claw-like
Strength roll. Pincers cause the creature to forfeit any fine appendages used to grab and crush with.
motor skills and unable to use small or delicate objects.
REGULAR PINCERS [1] cause D6 damage and reduce
Prerequisite: To acquire Massive Pincers, the creature must grappling attack penalties by one (1), also allowing
obtain the corresponding size Attribute. combatants to pin specific limbs.
LARGE PINCERS [2] cause D12 damage, have the same
HUGE PINCERS (Huge Attribute precondition) cause 2D12 capabilities as regular pincers but can also break bones,
damage. causing an automatic crippling injury on an exceptional hit
GIANT PINCERS (Giant Attribute requirement) cause – D3+STR modifier severity.
3D12 damage.
GARGANTUAN PINCERS (Gargantuan Attribute Having pincers cause a character to lose their fine motor
prerequisite) cause 4D12 damage. skills, making them unable to manipulate small or delicate
objects. If the pincers Attribute is taken on a secondary set
of limbs or the players chooses to apply the pincer only to
MASSIVE TALONS* [3]: Huge or greater creatures may one limb, increase the cost by 1 point.
have proportionally large talons, dealing brutal injuries when
used in combat. Prerequisite: To acquire Massive Talons,
the creature must obtain the corresponding size Attribute. SMALL [1]: The character is exceedingly small compared
to ordinary humans, standing no larger than two cubits tall.
HUGE TALONS (Huge Attribute precondition) cause The player may add a +1 to the character’s Defence Value
2D12 damage. and calculates their Health score at STAx5.
GIANT TALONS (Giant Attribute requirement) cause
3D12 damage. The character cannot have a Strength score higher than four
GARGANTUAN TALONS (Gargantuan Attribute (4) but gains a +1 modifier to hiding, creeping through
prerequisite) cause 4D12 damage. narrow spaces and similar action rolls. Small characters are
less likely to be hampered and penalised by confined spaces
but are more susceptible to size difference detriment for
MINDLESS* [0]: Mindless entities cannot be affected by grappling, knockdown, intimidation, etc.
Mind sphere Mysticism or any other mental control or
effect, such as Fear or Awe.
Such entities and creatures are generally only able to act
instinctively or as directed by simple impulse – whether it
is internal or external – and count as having Intellect 0. There are many dark, abandoned places in the
Cosmos...
...that’s where you will find us waiting!

94
SOFT-BODIED [0]: Soft-bodied creatures have no skeletons
or hard internal cartilage, making them highly flexible and
malleable.

While unable to jump, all other actions involving flexibility,


acrobatics, and elegance, including escaping bonds, evading
pinning attacks, grappling opponents, and the like, have a
+3 modifier. The character can also manipulate objects
with precision, gaining a +1 modifier to all rolls involving
adroitness and finesse. Any natural attack function as a
flexible weapon.

However, their suppleness makes them vulnerable, and


attacks directed at soft-bodied creatures cause exceptional
hits on rolls of 11-12.

SPIT [1]: This Attribute must be taken in combination with


either venomous, acidic, phlegm or another matter that can
– believably – be spat from a creature’s body. The Attribute
allows the creature or character to propel the chosen matter
as if it was a thrown item. The range is calculated as if the
matter is a thrown weapon with size 0.5.

SYMBIOTIC BOND [1]: A symbiotic bond is an intrinsic


connection and understanding between two or more
individuals.
Typically seen in twins, broods or other close relations,
the symbiotic bond grants the character a +1 modifier to
cooperative actions, formation fighting, and attempts to
recognise intentions and subtle communication.

The symbiotic bond does not have to be reciprocated to Whenever a character chooses to excrete pheromones,
have an effect but only affects the character who has the they must select a particular emotion or word to convey,
Attribute. Modifiers do not stack for multiple symbiotic for instance, fear, alertness, aggression, and so on. The
individuals, and only actions, not Defence Value, is affected pheromone trail does not compel specific actions but does
in formation fighting. make recipients recognize the message clearly.

Unless recipients know that the character or creature can


PHEROMONES [2|4]: The character or creature can excrete pheromones, they may not be aware of where the
excrete pheromones to either communicate or trigger a stimulus derives from, however.
reaction in those receptive to it. While pheromones may
travel great distances, it takes time for them to spread. REFINED PHEROMONES [4]: When purchasing the
Refined Pheromones Attribute, the acquirer chooses which
Recipients within the Near area (8 cubits) are affected within of the three mental effects the pheromones cause: Awe,
a round (3 seconds). Recipients within the immediate vicinity Fear, or Delirium.
(24 cubits) are affected within 3 rounds (9 seconds), and
recipients within the surrounding area (60 cubits) may be These pheromones may affect everyone within range,
affected after nine rounds (27 seconds). A character or inducing the selected “Mental Effect” unless a Stamina roll
creature may excrete pheromones a number of times per [7] is made. The effect has an effect severity of D6 and
day, equalling their Stamina score. lasts D3 rounds from when the recipient is affected, after
which it abates.
SIMPLE PHEROMONES [2]: These pheromones affect
only the creature or character’s own species, enabling Multiple enhanced pheromone Attributes may be
communication of simple messages, emotions, or sensations acquired to either enable the character or creature
without alerting others to the fact that communication is to shift between Mental Effects or enhance the effect
being transmitted. severity of a chosen Mental Effect to D12.

95
Esot er i c
At tr i b ute s
E
BEASTLY ASPECT [1|3|6]: Some species and individuals

soteric have the ability to shapeshift into beasts at will. Characters


with this Attribute have two physical appearances: Their

Attributes
ordinary countenance and their beastly aspect.

The Attribute cost is determined by which beast aspect the


player chooses during character creation, and characters can
take this esoteric Attribute multiple times to have several
beastly aspects.
Esoteric Attributes are extraordinary abilities and aspects
prevalent in Daimonic and esoteric Beings. When the character changes shape, all physical and social
Characters with the Voidmarked Background and some Traits, Attributes, and capabilities are altered to the beastly
specific Ancestry Backgrounds may acquire Esoteric aspect. Only Intellect and Willpower retain their original
Attributes during character creation. score.

While the transformation takes one round (3 seconds), the


character can transform at will and retain either form for as
long as they wish.
Attributes
LESSER BEAST [1]: The beastly aspect is an animal with a
AMORPHOUS 5|7
Blood Potency* of <16. This includes small birds, reptiles,
BEASTLY ASPECT 1|3|6 mammals, sludge rats, kapagoi, itaena gnats, and the like.
INSUBSTANTIAL FLESH 3
PHASING 0
TELEPATHY 3
TRANSLUCENCE 3
VOID DEFORMATION 3
VOID ENTITY 3|6|9
VOID SUFFUSED BODY -3*
*These points are added, not deducted during character creation.

AMORPHOUS [5|7]: Beings with this Attribute can change


their shape however they wish. Most amorphous entities
continually change their shape, not having a permanent
visage or appearance; they are considered formless or multi-
formed.

All Amorphous characters may develop up to three (3)


Attributes fitting their size at any time and have an instant
dodge-roll for every attack made against them due to their
continually changing physique. Being able to elongate their
form, they have the capability to reach out and attack
opponents up to two distance categories further than
regularly allowed by their size.

Most Cosmic species and even some Esoteric species find


amorphous entities disconcerting, incurring a -3 penalty to
all social interaction rolls unless the recipient has the Void
Entity Attribute or is Enlightened.

LESSER AMORPHOUSNESS [5]: Albeit their physical


structure is boundless in its manifestation, lesser
amorphous characters are limited to their original size.

GREATER AMORPHOUSNESS [7]: In addition to the


generic amorphous capabilities the character can adjust
their size by up to two categories.

96
BEAST [3]: The aspect is a beast of up to a Blood Potency*
of 20. Beasts include medium-sized birds, reptiles and
mammals such as beak boas and Void roaches.

GREATER BEAST [6]: The greater beastly aspect is an


animal of up to 24 Blood Potency. This includes large birds,
mammals and reptiles, as well as adaru, sloqs, and wailing
vultures.
If the surroundings usually give a +1 modifier, a translucent
*Blood Potency is calculated by totalling a creature’s Trait being would have a +2 modifier. A translucent character in
scores, and point values of Talents, Attributes, Powers and a liquid environment roughly the same hue would get a +6
Enlightenment. to their stealth roll. Enfolding clothes and other apparent
gear negate some or all the benefits.

INSUBSTANTIAL FLESH [3]: The body of an insubstantial


character is not firm but somewhat ethereal or fluid. Because VOID DEFORMATION [3]: The character is infused with
the character is only semi-ethereal, interacting with the Void essence, potentially inducing Void distortion in victims
surrounding physical world is possible but requires focus they injure.
and attention, inducing a -1 penalty to all physical actions. A victim wounded by a natural attack from the character
must make a Stamina roll with a difficulty rating equal to
While an insubstantial character cannot go through or the amount of caused damage or suffer a D6 potency Void
simply penetrate solid objects, they are less vulnerable to distortion.
physical impacts and interaction. Therefore physical forces
and weapons cause only half damage to characters with
insubstantial flesh. VOID ENTITY [3|6|9]: Void entities are inherently
enlightened and can move uninhibited through the Void.
They are naturally resilient to Mysticism and any powers
PHASING [0]: The character is continually phasing in and associated with Void stimulus, adding a resistance modifier
out of reality, making them extremely difficult to focus on. to manifested phenomena directed at them.
A -3 penalty always applies to targeting the character, and
called attacks, aim, and similar manoeuvres are impossible LESSER VOID ENTITY [3]: The character has +1 resilience
against them. towards any Mysticism, esoteric power, or Void stimulus
directed at them, meaning that any resistance rolls are made
Held items are regularly dropped as the character phases, at +1, and any effect severity has a -1 penalty. Any attempt
making them incapable of using any equipment without great to navigate the Void and perceive or otherwise distinguish
difficulty. Void emanations has a +1 modifier.
Any action roll involving physical interaction, including
attacks, counts as a mishap and also results in an item drop VOID ENTITY [6]: A +2 resilience applies towards any
on a natural roll of 1-2 as the character fleetingly phases out Mysticism, esoteric power or Void stimulus directed at the
at the moment of effect. character. All resistance rolls are made at +2, while any
Void effect severity has a -2 penalty. Attempts to traverse
Phasing is highly disturbing to everyone around the character, the Void or identify and analyse Void influences have a +2
inducing a -3 to all social interaction rolls and reducing modifier.
susceptibility by one category.
GREATER VOID ENTITY [9]: The character gains a +3
resilience towards any Mysticism, esoteric power, or Void
TELEPATHY [3]: The character is able to convey their influence. Any resistance rolls have a +3 modifier, and all
thoughts to others within the near distance category, up to effect severities have a -3 penalty. Efforts to navigate the
eight cubits. While thoughts may be shared, the recipient Void and sense or identify Void effects also have a +3
must comprehend the language used for any meaningful modifier.
understanding. For each acquisition of this Attribute, the
range is increased by one category - going from near to the
immediate area, to the surrounding area, and so on. VOID SUFFUSED BODY [-3]: The contorted flesh and
ligaments of a Void suffused body are soft, tenuous, and
deteriorating.
TRANSLUCENCE [3]: While not invisible, translucent This makes Void suffused creatures vulnerable to physical
beings are notoriously difficult to discern. Translucence damage, and all attack rolls of 11 or 12 against them
doubles the modifier provided by natural camouflage to count as exceptional hits.
stealth actions based on sight. The retained Void emanations cause all Mystic
phenomena rolls of 11 or 12 targeting Void suffused
characters to count as an exceptional success.

97
P ow er s
Powers
TRIVIAL METAPHYSICAL INSIGHT (1): This grants
As characters learns the way of Mysticism and opaque secrets the Mystic a brief glance into the immediate causality of
are revealed, they delve deep into the unreality that stems an occurrence. The caster is not given insight into why or
from the Void. how the connection exists, only that there is a causality
between two factors. This can be natural occurring events
This section adds new elements and options to the Void or behaviour in living entities.
sphere of Mysticism.
Example: The Mystic learns that a man wearing all black
robes was once here, and the coin left his person and
reached the ground.
The Void sphere
SUPERFICIAL METAPHYSICAL INSIGHT (2): The caster
obtains a fundamental understanding of the causality between
The most obscure and perplexing of the Mystic spheres is two connected occurrences.
the Void sphere itself. This sphere deals with metaphysical
aspects, chaos, space, change, insight, aura, and essence; Example: A man clothed in all black robes placed this coin
concepts that are - in themselves – often perceived as on the ground here. He did not drop it or lose it; he placed
insubstantial and unfathomable to laypersons. it here.

While Void Mysticism often deals with perceiving, navigating, MEANINGFUL METAPHYSICAL INSIGHT (3): The
and accessing the Void itself, there are other aspects and phenomenon grants insight into the connectivity between
nuances that the adept Void Mystic may apply and exploit. occurrences. The caster can grasp what the link was and how
one occurrence affected another.
The difference between the Void sphere and other spheres is
that these phenomena often involve the Mystic relinquishing Example: A man clothed in all black robes - a cultist - was
control to let the chaotic nature of the Void take over, tasked with leaving this coin here. He did not drop it or lose
releasing unruly forces unto reality. it; he purposefully left it here.

METAPHYSICS CHAOS AURA ESSENCE POTENCY

Trivial Slight Red (Physical) Trivial 1


Superficial Moderate Yellow (Emotional) Superficial 2
Meaningful Significant Green (Lower mental) Meaningful 3
Profound Considerable Blue (Higher mental) Pertinent 4
Extensive Substantial Indigo (Esoteric) Extensive 5
Comprehensive Comprehensive White (Ascended) Comprehensive 6

PROFOUND METAPHYSICAL INSIGHT (4): This enables


METAPHYSICS
the caster to understand the chains of events that led to an
occurrence more fully. This potency can also foreshadow
Manifesting metaphysical phenomena give the Mystic an possibilities from actions or circumstances.
understanding of the world around them and the capability
to discern imperceptible patterns in reality. Example: There was a cultist, clothed in all black robes,
Who or what caused something to happen or how something tasked with leaving this coin here. He did not drop it or lose
occurred may be revealed by these phenomena. it; he purposefully placed it here. The coin might be linked
with other similar coins, perhaps involved in a wide-scale
The following example serves to show the progression ritual?
of insight. The character finds a coin with an odd glyph
embossing on the ground and decides to use his powers EXTENSIVE METAPHYSICAL INSIGHT (5): The
to discern something about it. phenomenon allows the caster to discern several links of
occurrences leading to the probed event. The phenomenon
can predict the likelihood of occurrences from a
predetermined circumstance.

98
Example: There was a man clothed in all black robes, a
cultist, tasked with leaving this coin here. He did not drop it Chaos phenomenon effect
or lose it; he purposefully left it here. POTENCY VOID EMANATION EFFECT
There are other coins exactly like it. When all of the coins are
placed correctly - at the seven points of the heptagram - a SLIGHT D3+1 potency
ritual will likely be initiated, involving those within the area. MODERATE D6+1 potency
SIGNIFICANT D6+3 potency
COMPREHENSIVE METAPHYSICAL INSIGHT (6): The
caster gains a broad understanding of the direct chain of CONSIDERABLE D6+6 potency
events that led to an occurrence. It may also grant insight SUBSTANTIAL D6+9 potency
into what occurrence might result from a particular action.
COMPREHENSIVE D6+12 potency
For example, a cultist clothed in all black robes was tasked
with leaving this coin here. He did not drop it or lose it; he
purposefully left it here. Any consequential effects from the chaos, such as loss of
There are other coins exactly like it. When all of the coins sanity, Void distortion, and such, are permanent.
are placed correctly, at the seven points of the heptagram, a
ritual involving Gnostics Mysticism will be initiated, involving
all those within the area. Removing the coin will disturb the
ritual but not disrupt it.

POST-MORTEM (Void sphere phenomenon)


CHANNELLING TIME: One minute
RANGE: 9 metres
DURATION: 15 seconds
AREA: One corpse (medium
object)
EFFECT: Profound metaphysical
insight
DESCRIPTION: The phenomenon is meant to
reveal insights about the chain of events that led to
the death of a stipulated body. “The phenomenon
reveals that the individual was killed deliberately. The
Pajurr murderer used a ceremonial dagger, and the
slaying may be linked to other recent killings in the
area.”
DIFFICULTY: 13

CHAOS

Manifesting the chaos phenomena affects the reality of a


place, person, thing, or area.

The Mystic designates a target, and the chaotic influence of


the Void affects it, creating paradoxical effects that nullify Note that, unlike regular Void emanations, Chaos
the ordinary laws governing reality. phenomena effects only impact the chosen target.

As soon as the phenomenon duration expires, reality reverts This means that any emanations that normally affect
and the designated target is restored to its natural state an area would only affect the object, people, or area
within a number of rounds (3 seconds), totalling D3+effect designated in the phenomenon.
potency ranking of the phenomenon.

99
AURA UNCOVER SENTIMENT (Void sphere phenomenon)
CHANNELLING TIME: One round
The Mystic is able to discern and understand the RANGE: 15 metres
imperceptible aura of living beings, learning about the DURATION: One minute
physical, emotional, lower, and higher mental, esoteric, and
ascended condition of an individual. AREA: One individual
EFFECT: Perceive emotional aura
RED (PHYSICAL): The Mystic gain an understanding of (yellow)
the creature’s physical being. Is it strong, weak, ailing, hurt,
DESCRIPTION: The phenomenon reveals the
and so on?
emotional sentiment of a targeted individual for the
duration.
YELLOW (EMOTIONAL): The caster can discern the
“Even though the target hid its feelings well throughout
emotional state of the creature. For example, is the creature
the conversation, the Mystic could see a clear shift
content, desperate, angry, and so forth?
in the aura, growing from initial contentment, over
irritation turning to intense anger as they exchanged
GREEN (Lower mental): What current mental incentive
the last words.”
is motivating the target. Is the predominant cause greed,
hedonism, fear, altruism, and so on? DIFFICULTY: 13

BLUE (HIGHER MENTAL): The Mystic can discern the


higher mental state governing the behaviour of the being.
This enables the caster to determine the archetypal motivator
of the individual.

INDIGO (ESOTERIC): The caster is able to see the esoteric


aura of an individual, effectively enabling the character to
discern if an individual is enlightened, has any esoteric or
Void powers.
The character can only discern that the individual is ascended
and get an indication of the overall potency, not the specifics
of the powers.

Note that the indication is based on the combined


rankings of all powers and enlightenment.

• LOW equals anything less than six (6) combined


rankings.
• MEDIUM means accumulated rankings from six
to twelve.
• UPPER implies combined rankings of thirteen
or higher.

WHITE (ASCENDED): In addition to


indicating the overall esoteric potency as
above, this phenomenon enables the character
to discern specifically which esoteric and Void
powers an individual has, albeit not which
potency each has.

100
ESSENCE

These phenomena reveal the essence of things, creatures, and


forces. In game terms, the Mystic can discern the properties
of a given object or subject. The Arbiter can reveal specific
capabilities but only indicate their associate rankings if a
discernment is used for it.

The phenomenon requires one duration category per


capability revealed starting with 9 seconds.

INDICATION RANGE

If asked about a ranking or potency the Arbiter uses


the below indicative statements:
0 = Non-existent
1-2 = Low human range
3-5 = Average/high human range
6-9 = Esoteric range
10+ = Supranatural range

TRIVIAL: The caster can discern one basic information


about a designated item, creature, or force. For instance,
if the caster tries to gauge the essence of a rock, she might
learn how comparatively hard or heavy it is. Minimum 9
second duration.

SUPERFICIAL: The character can discern one property that PROFOUND: The character can discern two properties
a creature, matter, or force has. For example, revealing that about a designated object, creature, or force of which one
the leathery skin of a Barast grants it the “Tough hide” can be the indicated potency or ranking. The phenomenon
Attribute. Minimum 9 second duration. could indicate a Trait score, reveal an esoteric capability, and
so on. The caster would, for instance, be able to learn that
MEANINGFUL: The caster can discern one regular or the Deva is a Furore Mystic, but cannot discern how capable
imperceptible quality in any object, living thing, or natural or potent it is without using one of the revelations to do so.
force. Targeting a Deva could reveal to the caster that it Minimum 15 second duration.
has Mystic abilities, or that it is enlightened, and so on.
This phenomenon reveals nothing about the specifics or the EXTENSIVE: The caster can discern up to three regular or
potency of the capability. Minimum 9 second duration. imperceptible qualities in any object, creature, or natural
force. Targeting the aforementioned Deva could reveal to
the caster that it has access to the Forces, Life, and Void
REVEAL NATURE (Void sphere phenomenon)
spheres. The phenomenon does not expose anything about
CHANNELLING TIME: One round the potency of the capabilities unless a disclosure is used for
RANGE: 9 metres it. The caster can inquire about specific abilities, Attributes,
Powers, special properties, and similar if they wish. Minimum
DURATION: 9 seconds one minute duration.
AREA: One individual
COMPREHENSIVE: The caster gains a significant
EFFECT: Discern meaningful essence
understanding of the chosen creature, object, or force,
DESCRIPTION: The phenomenon exposes the true exposing up to four properties it has. If focused on a
substance of a targeted individual. creature, this could indicate specific Trait scores, reveal
“Concerned that this recently arrived beggar is more Powers, Attributes, and similar. Minimum 15 minute
than he appears, the Mystic seeks to reveal his nature. duration. Example: The caster targets a Harith without
As the phenomenon manifests it becomes evident that asking about specifics, so the Arbiter reveals that its
the destitute beggar is in fact Voidmarked.” Stamina is in the esoteric range, it is enlightened, has
DIFFICULTY: 11 the unyielding Talent, and the special ability “Vocalise”.

101
S kills
S ki lls
Skills are learned abilities used when characters perform ABSTRUSE SENSE (Cryptography ranking 3): The character
actions in the game. has become so well-versed in spotting secret communication
Skill specialisations are tied to and add benefits to a particular that they immediately notice it if it is present or occurring in
skill, much like Talents do to Traits. their vicinity. The character may not necessarily understand
what is being conveyed, but they instinctively recognise
All specialisations cost three (3) character points to acquire covert communication. If, for instance, the character reads a
and require that the character has a minimum of ranking tablet with a secret missive merged into the text, the Arbiter
three (3) in the associated skill. A new skill specialisation must advise that it contains concealed information.
can be added for each ranking of three a character has in a
particular skill.
BROKERING (Commerce ranking 3): The character has
This chapter lists specialisations for many skills found in the specialised in brokering deals and has become particularly
Core Rulebook. adept at negotiating. The character can add their commerce
skill modifier to any roll where negotiation is applicable, such
as diplomatic mediation or court arbitration.

CARTOGRAPHY (Navigation ranking 3): The character is


Skill Specialisations gifted at reading and drawing maps. In addition to precisely
replicating maps or drawing them from travelling and
ABSTRUSE SENSE Cryptography
research, the character can draw an accurate map purely
BROKERING Commerce from a description of a given area - assuming the report is
CARTOGRAPHY Navigation correct - even if they have never seen the place themselves.

CASUAL BANTER Enquiry


CHARIOTEERING Animal handling CASUAL BANTER (Enquiry ranking 3): The character is a
master at obtaining testimony through casual conversation.
COHESIVE ACROBATICS Acrobatics
When using enquiry to glean information, the character
COURTIERING Intrigue need not make a roll to learn rumours or otherwise obtain
ETIQUETTE Socialize information about a given subject unless the queried NPC is
suspicious or unsusceptible to sharing information with the
FORGERY Subterfuge
character.
LUMINARY Performance
PICKPOCKETING Larceny
CHARIOTEERING (Animal handling ranking 3): The
READING/WRITING Languages character is trained in steering teams of animal and can
RECONNAISSANCE Observation perform another unrelated action concurrently with driving
a chariot or similar without suffering the regular penalties.
SANCTIFIED DANCE Rituals
SCOWLING Intimidation
SHADOWWALKING Stealth
SMUGGLING Streetwise
STORYTELLING Expression
SURGERY Anatomy
TEA BREWING Herbalism
TREKKING Athletics

102
COHESIVE ACROBATICS (Acrobatics ranking 3): The
character is able to perform one acrobatic action and another
unrelated action simultaneously without suffering the regular
penalties. While both actions may require dice rolls, the
ordinary penalties for performing multiple actions do not
apply.

COURTIERING (Intrigue ranking 3): The character is


experienced in manoeuvring courts and other intrigant
settings, with a particular talent for spotting puppeteers
and schemers. In any administrative, aristocratic, or similar
gathering where intrigue is rife, the character can instinctively
discern who the most influential people are and who might
hold sway over who.

ETIQUETTE (Socialize ranking 3): Schooled in the arts of


manners and decorum, the character knows how to behave RECONNAISSANCE (Observation ranking 3): Knowing
among the aristocracy and high-castes of their homeworld where to look and what to look for is something that the
or resident world. If properly attired and outfitted, the character is competent at.
character can credibly impersonate higher castes or even Characters with this specialisation wanting to gather
aristocracy to unwary observers without making a roll. information have an intuitive understanding of where they
Suspicious NPC’s require a roll to be convinced. might find the information they are looking for. Characters
scouting for places to gather information can be provided
the most likely location to find the information they seek
FORGERY (Subterfuge ranking 3): The character can by the Arbiter. When surveying a location, the character is
convincingly counterfeit non-esoteric objects that they have also able to identify probable targets among those present.
observed without a roll if they have the appropriate materials
available. To unsuspecting observers, the forgery is nearly
undetectable, and only mavens or the artisan who created SANCTIFIED DANCE (Rituals ranking 3): The character
the original would be able to tell the difference. Sceptical is an accomplished practitioner of sacred dances meant to
observers are allowed a roll to discover the forgery for what entice and enthral pious celebrants. Accompanying a sermon
it is. or similar religious oration, the character’s performance
can rouse spectators to devout ecstasy, inducing a D12
severity Awe effect on a successful social interaction roll.
LUMINARY (Performance ranking 3): The character has Apprehensive audiences opposed to the sermon’s intent are
trained extensively within their given performance field allowed a resistance roll to avoid the impact.
and their act has become second-nature to them. No roll
is required to successfully execute a performance good
enough to earn the character copper Dhins from spectators SCOWLING (Intimidation ranking 3): Through facial
or employers. Only if the player wishes to amaze or achieve expression, the character can intimidate and coax a subject
a particular reaction is a roll required. without spoken interaction. While they are within eyesight
of each other, the character can dissuade or encourage a
particular action from an NPC. A regular intimidation roll
PICKPOCKETING (Larceny ranking 3): The character is based on Presence is required, but the character is able to
remarkably skilful at pilfering purses and valuables when do so covertly and without approaching the NPC.
walking through a crowd. In any crowded area, the character
may collect 2D12 copper Dhin worth of valuables without
making a roll. Albeit the victims soon realise that they have SHADOWWALKING (Stealth ranking 3): The character
been robbed, the character is not at risk of discovery unless has trained to blend into shadows, moving when the
sifting through the same crowd again. wind stirs the leaves, and posturing to resemble the
surrounding environment. If using stealth to bypass or
sneak up upon unsuspecting individuals, the character
READING/WRITING (Languages ranking 3): The character need not make a Stealth roll. Eluding wary and observant
is able to read and write in the chosen language. targets still require a roll to avoid detection.

103
SMUGGLING (Streetwise ranking 3): Storing and trafficking
items without arousing suspicion or discovery is second
nature to the character. Smuggling goods past unsuspecting
sentries do not require a roll if the character has the means
to store and transport them. Preventing discovery from
watchful and attentive observers still require a roll if the
character or their belongings are searched.

STORYTELLING (Expression ranking 3): The character is


a virtuoso of the art of capturing and enticing audiences
with their eloquence and rhetoric. The character can stir or
dampen the sentiments of listeners, making them more or
less receptive to particular people, opinions, and suggestions.
The character may change the susceptibility of an audience
by one category, either positively or negatively, towards a
specific subject.

SURGERY (Anatomy ranking 3): The character is able to


perform surgery to alleviate niggling injuries. The character
may attempt to remove the effects of crippling injuries.
While replacing a limb requires blood grafting, the character
may lessen or altogether eliminate the detrimental effects of
a crippling injury.

Performing surgery requires a successful Anatomy roll equal


to the severity of the Crippling injury +6. A success reduces
the Crippling effect by one category: turning a severe Flaw
into a moderate, reducing a numerical penalty by a factor
of one, and so on. An exceptional success entirely removes
the Crippling injury effect. A critical mishap result causes the
treated individual to receive an additional Crippling injury
[D4 severity].

TEA BREWING (Herbalism ranking 3): The herbalist is


dedicated to the art of tea brewing and can brew exceedingly
potent blends and infusions. Any effect prompted by teas
and infusions made by the character is enhanced by a factor
of one (1), either increasing the effect period or increasing
the bestowed modifier.

TREKKING (Athletics ranking 3): The character has trained


to enhance their endurance and traverse wilderness over
extended periods without becoming fatigued. Characters
with the trekking specialisation may maintain physically
exertive activities for an entire day without making a roll.

104
Com bat
S kills
ki lls
Combat
S NUMBING PUNCH (Unarmed combat ranking 6): This
unarmed manoeuvre is a called attack striking an exposed
Combat skills are the trained abilities used when characters joint or muscle that causes regular damage and potential
wield weapons and attempt to perform combat manoeuvres. numbness. Unless the target passes an opposed Stamina roll
This chapter includes a new combat skill for using the vs the attack roll, the particular limb is useless for D3+STR-
harpoon sling, an exotic weapon introduced in the grand modifier number of rounds (minimum one round).
campaign.
TAJANI THROW (Throwing ranking 3): This technique
involves twirling the chakram around a finger and releasing
PROJECTILE SLING: A projectile sling is a fairly simple it with a flick of the wrist. Specialists in this technique are
contraption made of a shaft holder for stabilising, aiming, able to add power and range to the throw prompting a +1
and firing a harpoon, arrow, or similar missile. Tension to dmg and adding a +1 factor to the basic throwing range,
stored in stretched ligaments propel the loaded projectile adding further distance in terms of calculating the various
forward when a triggering mechanism is released. ranges.

Although originally devised for underwater use, the


contraption can work above water as well with simple
modifications. Characters versed in this skill are able to
load, aim and fire projectile slings built for both aquatic and
regular environments.

Combat Specialisations

Combat specialisations, like regular specialisations, are bound


to a chosen combat skill and can be added for each skill
ranking of three (3).
All specialisations have requirements noted in brackets in the
description that must be met for a character to acquire them.

Combat Specialisations
INTUITIVE PARRY Combat skill ranking 3
MARTIAL ARTS Unarmed ranking 3
NUMBING PUNCH Unarmed ranking 6
TAJANI THROW Throwing ranking 3

RULES ADDITION - SUBMERGED COMBAT


INTUITIVE PARRY (Combat skill ranking
3): The character can parry with any Submerged combatants suffer a -3 penalty to all
weapon of choice as if it has the parry physical actions due to their concerted efforts to
property. fight while staying buoyant. Weaponry designed
for underwater usage offset this penalty for attack
rolls. Movement is reduced to swimming speed - half
MARTIAL ARTS (Unarmed combat regular speed.
ranking 3): The character has trained to employ Weapon size and armour bulk count as double when
their body a living weapon utilising a variety of used in an aquatic environment, and non-aquatic
effective punching and kicking techniques when they combatants may be liable to suffocation if they do
fight. Characters versed in Martial art cause D6 damage not have access to air.
when fighting unarmed.

105
106
EEqquipment
u i p m e nt
CHAPTER:

Every day Void vessels arrive in Llyhn, bringing exotic goods


from all over the known Cosmos and beyond. Small ships
and river barges cruise up and down the Margidda buying
the yields from the fishing villages and foraging muck-men
along the river.
Traders make the perilous trek to the farmsteads in the
foothills of the Pe’rep’ial Peaks to barter goods with the
farmers growing their outlandish crops on the steep slopes.
All these wares eventually make their way to the markets
of Llyhn.

This chapter presents the basic equipment, funds, and


income information associated with the Sarhnesh caste, as
available to certain Halfblood characters.

Lists of new goods, equipment, and weapons available in


Llyhn and – in some cases – on the Ka’Alum federation
world, Kor’Tuan, are also included.

Sarhnesh Caste

Members of the Sahrnesh caste are considered commoners


but belonging to the upper echelons of this group. While not
all Sarhnesh retain property and holdings or employ staff and
servants, they are deemed eminent enough to be elevated
based on other merits.

Irrespective of their circumstances, they rarely lack funds


to any significant degree compared to the majority of
Humanity. All Sarhnesh caste characters have some source of
income and receive an amount of disposable wealth weekly.

Starting Wealth

Characters belonging to the Sarhnesh caste are significantly


more wealthy than other characters at the game’s outset.
The table below details the starting equipment and wealth
Sarhnesh characters begin with.

CASTE Sarhnesh
STARTING 120+4D12 copper Dhin
WEALTH
EQUIPMENT Fine clothes, headgear, and sandals.
& PROPERTY A superior dagger, some supplies of
choice, a stock of goods as well as a
parlor.
INCOME 2D6x10

107
W
Weapons li st
eapons list
This chapter deals with some of the more exotic arms to be Type indicates the use of a given weapon as well as which
found in Llyhn and other worlds. combat skill is applicable when wielding it. In the Core
Some of these are variations of weapons already found in the Rulebook, there are three main types: Melee, missile,
Core Rulebook but with properties and uses differentiating and thrown weapon. In this book, you can also find some
them from the general type. designated as “accessory”, meaning that they are used in
Others, such as the harpoon sling, are entirely new and do combination with another weapon.
not fall under any pre-established type.
The Size of a weapon defines its bulk and the Strength score
Not all weapons are accessible everywhere, and finding a needed to wield it efficiently. The noted sizes are based on
rare item can be something of a challenge. Each weapon weaponry fabricated to fit human-sized beings.
group has an Availability factor, indicating how accessible
it generally is. Range determines how far each weapon can reach. Melee
weapons can only be used against opponents in proximity to
Availability is divided into five categories: Common, the wielder, while thrown and flung weapons have further
uncommon, rare, very rare, and unique. The unique ranges. Propelled missile weapons can hit targets at much
weapons in this book all derive from the Ka’Alum federation greater distances.
world of Kor’Tuan, which is introduced in the campaign
section. Similar weapons might be found elsewhere, but these Each weapon comes with a predefined damage potential,
versions are Kor’Tuaneese. which indicates the amount of damage the weapon inflicts
when successfully hitting an opponent.
For gaming purposes, each weapon group has been given a
set of designations with corresponding figures determining Properties define any aspects a weapon might possess, such
the weapon’s qualities, characteristics, and potential effects. as being particularly useful for piercing armour, knocking
opponents to the ground, and so forth.
The designations are presented in the weaponry list and
are as follows: Name, Type, Size, Range, Damage, and Cost is the average price the weapon would have in Llyhn,
Properties. reflecting a basic quality version of such a weapon.

NAME TYPE SIZE RANGE DAMAGE PROPERTIES AVAILABILITY COST


ATLATL Accessory 1 - - 2 x range and nocking Uncommon 3
BLUNT ARROW Missile 1 Varies D4 or D6 Knockdown Uncommon 1
CHAKRAM Thrown 1 or 2 Thrown D4 or D6 -/-3 to speed Uncommon 10
GAUNTLET Melee 3 Adjacent D12 +1 dmg, strap, and Uncommon 60
SWORD -1 cramped/parry
HARPOON Accessory 2 Varies - Submerged usage and Unique** 50
SLING nocking
KHUKURI Melee 1 Close D4+1 - Uncommon 20
KPINGA Thrown 2 Thrown D6 Stuck, hampering, and Rare 20
additional damage
MADU Melee 2 Adjacent D4 Block Rare 15
MAN-CATCHER Melee 4 Near D4 Entangle Very rare 95
PUNCHING Melee 1 Close D4+1 Piercing [1] Uncommon 15
DAGGER
SHEARING Missile 1 2/4/8 D6 Piercing [3] and requires Unique** 20
HARPOON harpoon sling
SUWAYYAH Melee 1 Close D4 Parry, disarm Rare 30
TRACKING Thrown 4 Thrown D12 Piercing [2] Unique** 150
HARPOON
URUMI Melee 3 Near D6x* Flexible and *dmg per Very rare 100
blade
**These weapons are unique to Kor’Tuan, the Ka’Alum federation world.

108
CHAKRAM
Weapon descriptions This peculiar throwing weapon is a metal circle with a
sharpened outer edge and a diameter of up to one cubit.
The wielder either throws the Chakram or swivels it around
ATLATL their finger - known as the Tajani technique - releasing it
This tool is a shaft with a hook or socket at the end acting as towards the intended target with a flick of the wrist. Small
a lever to propel javelins, light spears or darts further than chakrams cause D4 damage and can be thrown in quick
is possible by an ordinary throw. Atlatls can be used one- succession, while large variants cause D6 damage but at a
handed, although the propelled weapon must be nocked slower pace (-3 speed). Small chakrams can be worn on the
using the secondary hand. An Atlatl can be adapted to wrist or arms and function as knuckledusters in brawling
hurl javelins, darts, orbs, or other similar thrown weapons. manoeuvres.
Using an Atlatl requires nocking of the propelled weapon
and doubles the thrown range of the applied weapon. TYPE: Thrown weapon
SIZE: 1 or 2
TYPE: Accessory (thrown) RANGE: Thrown
SIZE: 1 DAMAGE: D4 or D6
RANGE: Doubles the thrown weapon range. PROPERTIES: D4 damage or D6 damage / -3 speed
DAMAGE: - ENHANCEMENT CATEGORY: Bladed
PROPERTIES: Double weapon range and nocking.
ENHANCEMENT CATEGORY: -

GAUNTLET SWORD
BLUNT ARROW
The gauntlet sword is a straight blade mounted on an
Rather than causing damage, these arrows are designed
inflexible and tight-fitted gauntlet. The fastening and
to knock out targets. Due to its blunt head and
rigid hilt cause the blade to function as an extension of
inability to pierce flesh, the arrow causes less damage
the bearer’s arm, transferring the brute strength from
than ordinary arrow variants but count as having the
the arm and shoulder while forgoing the suppleness of
knockdown property. If hitting the target’s head or upon
movement of the wrist.
an exceptional hit, the knockdown has a +3 modifier.
As a result, the gauntlet sword causes more injury than
a regular blade of the same size but is cumbersome
TYPE: Missile (bow)
for parrying and cramped conditions. The gauntlet
SIZE: 1
sword has a -1 penalty to parry and an additional
RANGE: Dependent on the bow used
-1 penalty if used in cramped or hampered
DAMAGE: D4 (short bows) or D6 (regular
conditions. The gauntlet hilt grants the sword
bows)
properties similar to a weapon with a strap,
PROPERTIES: Knockdown*
inducing a +1 bonus against disarms and
ENHANCEMENT CATEGORY: None
ignoring weapons-drop results on the critical
mishap table.
*Regular size difference modifiers apply to the
knockdown roll. Blunt arrows count as “little”,
TYPE: Blade weapon
meaning that the knockdown roll suffers a -6
SIZE: 3
modifier against medium-sized opponents.
RANGE: Adjacent (2)
DAMAGE: D12+1
PROPERTIES: -1 to parry, strap, additional
-1 in cramped conditions
ENHANCEMENT CATEGORY: Bladed
and pointed

109
HARPOON SLING KPINGA
A harpoon sling is a reasonably simple contraption made The Kpinga is a hybrid knife-hatchet that can be used in close
for propelling harpoons underwater. Constructed with a combat but is more commonly utilised as a brutal throwing
shaft holder for stabilising and aiming the harpoon, stretchy weapon. A Kpinga ordinarily has three curved blades and a
ligaments attached to the point propel the harpoon forward spike on the back designed to get the weapon stuck in the
when a triggering mechanism is released. victim and cause additional damage when removed.

The harpoon sling is made for underwater use and negates The Kpinga is thrown with a rotary motion imbedding itself
the regular penalties for submerged combat manoeuvres but and inflicting deep wounds. In addition to an exceptional hit,
requires nocking every time it is fired. an attack roll of 12 gores the target, hampering movement
and inducing a -3 penalty to physical actions until the Kpinga
TYPE: Accessory (Projectile sling) is removed. Pulling out a stuck Kpinga causes an additional
SIZE: 2 D4 damage. A Kpinga can be used as a hand axe in close
RANGE: Varies combat.
DAMAGE: -
PROPERTIES: Submerged usage and nocking TYPE: Thrown weapon / Axe (for melee)
ENHANCEMENT CATEGORY: General SIZE: 2
RANGE: Thrown (Melee)
DAMAGE: D6
PROPERTIES: Special exceptional hit, additional damage
when removed
ENHANCEMENT CATEGORY: Pointed

KHUKURI DAGGER
The Khukuri is a single-edged dagger with a heavy blade
bending towards the opponent.
The dagger is used for chopping, not stabbing and delivers
severe damage in the hands of a proficient wielder. The blade
angle and weight enable deep slashing cuts disproportional
to the blade length. MADU
The Madu is a primitive but versatile utensil made from
TYPE: Small blade weapon two opposite pointing prongs or horns mounted on a small
SIZE: 1 buckler shield by crossbars.
RANGE: Close (0) This combination enables the bearer to use the weapon for
DAMAGE: D4+1 either offense or defence. While the buckler shield can block
PROPERTIES: - attacks, the prongs can function as stabbing weapons.
ENHANCEMENT CATEGORY: Bladed
TYPE: Small blade weapon
SIZE: 2
RANGE: Adjacent (1)
DAMAGE: D4
PROPERTIES: Block
ENHANCEMENT CATEGORY: Pointed

110
MAN-CATCHER
This esoteric polearm is used extensively by slavers and can
be found in a variety of design depending on the intended
usage of the weapon. It consists of a pole with two prongs SHEARING HARPOON
mounted at the end. These short, incredibly sharp harpoons are propelled from
a customised harpoon sling underwater.
Each prong is concave in shape with a snapping lock at the Although ordinarily used for hunting marine creatures, they
end, creating an effective circlet to catch the neck, arm can be used in aquatic combat. Users typically bring a supply
or another limb of the unfortunate victim and keep it of harpoons as harpoons are usually lost if they miss their
trapped. The man-catcher can also be used against mounted target.
opponents to pull them off their steed and dragging them
to the ground. TYPE: Projectile sling weapon
SIZE: 1
TYPE: Polearm RANGE: 2/4/8 (with harpoon sling)
SIZE: 4 DAMAGE: D6
RANGE: Near (3) PROPERTIES: Piercing [3], underwater use, requires
DAMAGE: D4 harpoon sling
PROPERTIES: Entangle, two-handed, pinning or knockdown. ENHANCEMENT CATEGORY: Pointed
ENHANCEMENT CATEGORY: General and shafted

PUNCHING DAGGER SUWAYYAH


This weapon is known as a Katar to various human cultures This unusual three-bladed punching dagger enables the
and is easily recognisable with its short triangular-shaped wielder to utilise all three natural stabbing motions of a
blade. dagger in one weapon.
What sets it apart from traditional daggers is that the handle
is made up of two parallel bars linked by crosspieces acting The weapon also provides the wielder with the ability to
as the grip, connected and placed at the right angle of parry incoming attacks as well as catching an opponent’s
the blade. This means that the dagger is utilised using a weapon between the blades and potentially disarm them
wielder’s punching motion, enabling a more forceful strike with a flick of the wrist.
and inducing a +1 modifier to the damage roll.
TYPE: Small blade weapon
TYPE: Small blade weapon SIZE: 1
SIZE: 1 RANGE: Close (0)
RANGE: Close (0) DAMAGE: D4
DAMAGE: D4+1 PROPERTIES: Disarm, parry
PROPERTIES: - ENHANCEMENT CATEGORY: Pointed and bladed
ENHANCEMENT CATEGORY: Pointed and bladed

111
TRACKING HARPOON
These long, heavy, and barbed harpoons are intended for
thrown attacks from the deck of a vessel.
Affixed with a line holding a bleached, air-filled bladder
functioning as a surface float, the harpoon is meant to pierce
and get stuck in the tough skin of the Lavin’Duh to trace the
lake creatures when they dive.

The harpoon can be used as a polearm if the bearer is close


enough, but it was not designed for this.

TYPE: Thrown (polearm melee)


SIZE: 4
RANGE: Thrown (melee)
DAMAGE: D12
PROPERTIES: Piercing [2]
ENHANCEMENT CATEGORY: Pointed and shafted

URUMI
An Urumi is a sword with one or several highly flexible whip-
like blades. It is considered a dangerous and difficult weapon
to wield with a significant risk of injuring oneself.

The Urumi is wielded in a weaving pattern similarly to flails.


The Urumi wielder follows the weapon’s momentum in her
movements, integrating strikes, spins, and flurries into an
almost dance-like pattern.

Strikes tend to cause multiple slight injuries as each blade


hits. Due to the Urumi construction and wielding style,
the “crushing blow”, “charge”, and “furious charge”
manoeuvres cannot be performed, while “flurry”, “wild
swing”, “defensive stance” and “feint” are made with a +1
modifier.

Mishap rolls cause damage to the wielder in addition to the


regular occurrence. Urumis can be coiled around the waist
for easy transport.

TYPE: Flexible weapon


SIZE: 3
RANGE: Near (4)
DAMAGE: D4 for each blade
PROPERTIES: Flexible
ENHANCEMENT CATEGORY: Pointed and bladed

112
Esot
E er i c Com
soteric moditi es
Commodities
COMMODITY DESCRIPTION EFFECT AVAILABILITY COST

FLARE CRYSTALS Brittle crystals Produces a blinding flash Very rare 70 Dhin
IMMACULATE FLOWER Flower Supresses Void distortion Unique Priceless
KOR’TUAN DIVING MASK Diving utility Breathe and see underwater Unique 150 Dhin
KOR’TUAN UNDERWATER Diving utility Breathe, see, and resist Unique 600 Dhin
SUIT environmental factors underwater
MAUVE CRYSTALISED METAL Brittle metal ore Craft lightened shard blades Unique 800 Dhin
ONU EGGS Egg Grants boon Very rare 300 Dhin
QUARTZ GOGGLES Diving utility See underwater Unique 350 Dhin

FLARE CRYSTALS
Tiny crystals that, when crushed between two digits,
produce a blinding flash of light of up to four cubits distance
underwater. Anyone directly exposed to the flash will be
blinded for D6 rounds.
These crystals are unique to the Ka’Alum federation world
Kor’Tuan.

IMMACULATE FLOWER MAUVE CRYSTALISED METAL ORE: Meteoric remnants


The immaculate flower is similar to a lily with white petals, found in impact sites around Kor’Tuan. This ore is brittle and
dull golden pistils and stamen. It blooms and begins to glow lightweight, granting swords and other blades smithed from it
faintly when near the Void. When blooming, it completely the properties “lightened” and “shard blade”, reducing the
suppresses Void emanation and distortion effects within one size factor of a weapon by one (1) and allowing the wielder
cubit per blooming flower on the plant. to roll twice for damage and pick the highest score.
The immaculate flower is an exceptionally rare plant fetching
exorbitant prices because of its properties. The flower is
prohibited in Llyhn, and black-market buyers are willing to ONU EGGS
pay any price to get even a petal of this flower for their Eggs from the contemptible Onu have become something
collection. of a vogue delicacy among the nobility of the Ka’Alum
federation, and fresh specimens can garner outrageous prices.

KOR’TUAN DIVING MASK Several pods of Cave Onu are rumoured to be present in the
A lacquered leather mask covering the mouth and nose, sewers or caverns beneath the bustling streets of Llyhn, but
stuffed with moss retaining enough air for fifteen-minute anyone in the know is unwilling to part with their knowledge
consumption by a human-sized creature. without a sizeable fee.

Once the entire egg is ingested, make a D6 potency roll


KOR’TUAN UNDERWATER SUIT on the Boons & Fortunes table (Core Rulebook p. 155)
A suit designed to counter hypothermia and other and apply the boon to the character. The effect lasts for
underwater-related hazards. The full-body suit protects 12 hours.
everything but the hands and face from exposure.

Material: Lavin’Duh hide QUARTZ GOGGLES


Category: Full body Fabricated from transparent crystals covering the eyes
DMG Reduction: 1 and held in place by leather frames and straps, these
Bulk: 3 goggles enable the wearer with almost normal vision
Properties: Waterproof, cumbersome, +3 to resist underwater. No underwater penalty applies for vision,
environmental effects. but darkness and other ordinary penalties still apply.

113
P e cu li ar substances
Peculiar Substan ces
Llyhn is a mecca for odd and unusual intoxicants, aphrodisiacs,
toxins, and tonics. With mariners and Voidfarers bringing in
outlandish substances from every known world, many of
these can be easily found around the docks of Dhaarese,
despite them being rare most anywhere else.

SUBSTANCE DESCRIPTION EFFECT AVAILABILITY COST

ALIP MUSHROOM MATING Intoxicant Induces Euphoria Rare 25 Dhin


SPORES
DERJO BLOSSOMS Stimulant Temporary high, followed by low Rare 30 Dhin
EHT FLOWER BUDS Toxin Decays the body Very rare 150 Dhin
MIMA PLANT Stimulant +1 to Awareness Common 2 Dhin
NEFALA FLOWER Intoxicant Prompts appreciation Rare 30 Dhin
FRAGRANCE
OSHIN SHARK APHRODISIAC Aphrodisiac Stimulates admiration Very rare 65 Dhin
PULHU EGG SACK Paralytic toxin Stings and paralysis Very rare 250 Dhin
RAGGED CATHARSIS PASTE Corrosive gunge Burns and blemishes Unique -
RAKAMA DATES Intoxicant Induces intoxication Uncommon 15 Dhin

ALIP MUSHROOM MATING SPORES EHT FLOWER BUDS


The mating spores of the Alip mushrooms from the Small branches are cut from the Eht tree just before it
caves on the savage world of Emush can induce a potent blooms. Each twig is bursting with flower buds that will
hallucinogenic when inhaled. never unfold. The flower buds are toxic and, when crushed,
produce a fine powder that can quickly and unnoticeably be
Something of a craze amongst the wealthy and affluent of added to dishes, drinks, and other consumables.
Llyhn, this substance is expensive and easily perishable. When
sniffed, the spores produce the Delirium effect “euphoric” Once ingested, the flower buds begin to decay the victim’s
for D12 minutes. flesh, producing a strong putrid smell within D4 hours.
Characters must make a Willpower roll [1] or become mildly Slowly the body begins to dissolve and continue to do so
addicted (see “Addiction” Willpower Flaws). at an accelerating pace unless a tonic of distilled Yigi moss
is consumed.

DERJO BLOSSOMS Each day the victim suffers a Crippling injury with D12
These beautiful but foul-smelling blossoms are a renowned severity. Each subsequent day a +3 modifier is added to
tonic to invigorate the body and mind. They are often used the severity roll until eventually, they succumb.
by gladiators and others requiring a boost before facing
battle. A small handful of dried flowers is eaten, leaving a
bitter aftertaste. Shortly after, the character begins to feel
awake, confident, and vigorous.

All actions for the next 2D12 minutes have a +3 modifier.


Once the effect wears off, the character feels horrifically
unwell, with a racing heartbeat, sweating, nausea, and so
on, suffering a -2 penalty to all actions for D6 hours.
As the only cure is to ingest more Derjo blossoms, they
quickly become addictive. After the consumption of
Derjo blossoms, characters must make a Willpower roll
[3] or fall victim to mild “Addiction” (see Willpower
Flaws). For each failed roll, the severity of the addiction
increases.

114
MIMA PLANT
This indigenous plant from the Llyhn jungles is parasitic and As soon as the egg sack is in contact with skin, it stings, and
attaches itself to the trunk of trees. It is easily distinguishable the toxin begins to take effect inducing excruciating pain (-3
by its thick red-purple leaves. The juice of its crushed leaves penalty to all actions) and prompting a Stamina roll [10].
invigorates the senses, granting a +1 to awareness rolls for If the roll is failed, the limb that touched the egg goes
a limited time (5 minutes) if the consumer can keep the limp within D4 rounds, and medium-sized creatures are
repulsive fluid down. A Stamina roll [7] is required, or completely paralysed within another 2D4 rounds. Large
violent vomiting is induced. creatures become paralysed within 3D4 rounds.

If burnt fresh off the plant, its leaves produce a distinctively The victim is unable to move but can still perceive and
acrid scent that carries vast distances. feel. While the paralysis only lasts D3x10 minutes, the pain
remains for D6 hours, abating slowly over time.

RAGGED CATHARSIS PASTE


This mysterious paste is made by the reticent adherents of
the Ragged Catharsis. Its ingredients are unknown, and only
the brotherhood can produce it.

If applied to dead matter, whether it be flesh, rocks, or


metal, it burns into the surface, leaving a black patch where
applied. Should the paste be applied to living tissue, it will
burn terribly and leave a permanent mark.

Ragged catharsis paste function as a corrosive acid, causing


D6 damage and inducing a Fear roll [10].

NEFALA FLOWER FRAGRANCE


This bottled fragrance is made from the rare and poisonous RAKAMA DATES: This delicious delicacy can be distilled
Nefala flower found in the swamps on Nue’v Hezbe’ Ranz. into a potent liquor. Even tiny amounts are intoxicating,
While the gathering and distilling of the flower are perilous and drinkers must make a Stamina roll [7] for each glass
because of its location and properties, it is considered worth consumed to avoid drunkenness.
it as the aroma it exudes is exquisite. If failed the character suffers the following effects for D3
hours: Roll D12 = 1-5 = Buzzed / 6-8 = Dazed / 9-10 =
Those who smell it are immediately pervaded by a sense of Euphoric / 11-12 = Raving
calm and influenced by the Awe effect “approval” towards
the wearer while nearby. The effect persists for D3 hours,
and somehow the appliance on the skin makes the wearer
unaffected.

OSHIN SHARK APHRODISIAC


This opaque liquid is derived from the ductless gland of the
massive Oshin shark that dwells in the deep oceans of Ogé.
Known to inspire amorous feelings in those who ingest it,
the aphrodisiac is used as a flavour enhancement in certain
traditional festive dishes on Ogé.

A small flask of undiluted liquid will induce the following


Awe effect if ingested: Roll D12 = 1-6 = Admiration /
7-10 = Adoration / 11-12 = Adulation

PULHU EGG SACKS


These red gelatinous sacks contain a paralysing toxin that
impacts very quickly when someone touches it. The toxin
retains its potency for up to several weeks after the sack has
been found or harvested.

115
Vo i d vessels
Void Vesse ls
While the Void can be traversed without transportation, most
KA’ALUM VOID VESSELS
Voidfarers have learned that vessels offer vital protection and
sheltering from the entities in the oblivious depths.

As major Void ruptures tend to appear in or near water, The Ka’Alum federation is currently the most prolific of
boats and other seagoing vessels quickly became the the known Voidfaring empires. Their Void vessels are
preferred means of transport for Voidfaring. easily recognisable due to their distinctive rigging, the
evident craftsmanship, and the superb maintenance of their
Designs and styles of crafts vary immensely among the construction.
various Voidfaring cultures, but the generic properties of
well-built Void vessels and crafts seem to adhere to a few Often built in sleek shapes with relatively low upper
simple constructs. decks, they tend to have massive bowsprits and extended
aftercastles.
The vessels are generally built to sustain heavy impacts as
Void perforations do not necessarily align exactly with the One or two main masts have the traditional Ka’Alum rigging
surface on the worlds where they are water-bound, meaning with a large hole in the upper centre to alleviate tension from
that a certain amount of jolts and bumps are to be expected. sudden wind gusts prevalent on Ahniar.

In addition, relatively short masts are prevalent to allow the Massive hulls are built to accommodate vast amounts of
vessels to pass through comparatively minor Void ruptures cargo being transported between worlds, and Ka’Alum
without damaging masts or rigging. vessels rarely carry hull cladding or any sort of visible
armaments as the mere presence of a federation vessel is
And finally, portholes and entrances are limited to a enough to deter most would-be attackers from engaging.
minimum and made as small as possible to keep entities out
and to give the crew and passengers less exposure to the
oblivious depths of the Void.

Some of the most renowned Void vessel designs among


the core worlds include the Ka’Alum federation, the Je’ehl
empire, and the Harith flotillas.

116
HARITH VOID VESSELS

Harith Void vessels are probably the most distinguishable of


all Voidfaring cultures due to their pronounced armaments
and cladding, odd mast configurations, and evident wear
and tear.

Although Harith flotillas have many types of vessels, they


all seem like variants over the same theme, irrespective of
their function and size.

A relatively simple hull with a high aftercastle offering an


unimpeded view of the entire ship and a distinctly curved
main mast set towards the bow.

A unique feature found only in Harith vessels is a contraption


extending from the hull and keel, enabling multiple vessels
to interlock, effectively keeping them tethered to each other
during Void traversing.

While nearly all Harith vessels appear marred and threadbare,


this is often purposefully perpetuated in a ploy to obscure
the true strength of a proud and ardent species refusing to
falter. Albeit a shadow of their former glory, the Harith
flotillas – and even individual vessels – are still a force to be
reckoned with.

117
JE’EHL VOID VESSELS

While still imposing, most Je’ehl vessels are antiquated and


date back to the days of the great empire.

Recognisable by their panelled sails and tall aftercastles


allowing archers and mounted war machines extensive ranges
of fire and mostly unhindered view towards enemy vessels.

Often a colossal battering ram is mounted below the


waterline at the bow of the ship, heavily implying that despite
the philanthropic intentions of the empire, traditional Je’ehl
Void vessels are built for war and conquering, not trade and
commerce.

118
Acquiring
Acquiring a aVoid
Voidvessel
Vessel
Individuals in the market for purchasing, refitting, or
VESSEL QUALITY
constructing a Void vessel need to be immensely wealthy as
vessels built to traverse the Void are rare and costly.
The construction and condition of the vessel innately impact
The vessels typically used as basis for Void vessels include its performance. For example, poorly fitted planks, crooked
dhows in various sizes, galleys, hulks, qaribs, and shabbaks. masts, and poor bad design are detrimental factors, while
For more details on these vessels refer to the Core Rulebook, smooth hulls, good rigging, and so on are much more
page 112-113. efficient.

Thus, the five fundamental quality levels - terrible, poor,


AVAILABILITY basic, superior, and exceptional - directly affect the cargo
capacity, speed, and price of any given vessel.

While regular vessels follow the set availability ratings, The cost of a vessel can be calculated by finding the amount
Voidvessels – regardless of type - always count as very rare in the transport section (Core Rulebook page 112) and
in terms of accessibility. It is, however, important to note applying the cost factor below.
that even if a vessel is accessible, it does not necessarily entail
that it is for sale.

QUALITY MODIFIER COST ADJUSTMENT

TERRIBLE Quarter cargo capacity and speed x0,25


POOR Half cargo capacity and speed x0,50
BASIC No modifiers No adjustment
SUPERIOR One and a half times cargo capacity and speed x5
EXCEPTIONAL Double cargo capacity and speed x25

119
CConstructing andand enhancing
Vo i d vessels
v e sse ls
onstructing enhancing
Void
Void vessels must generally be commissioned or modified
PART DESCRIPTIONS
from a regular ship by hiring artisans. It is, however, a time-
consuming and costly matter, as the construction and parts
required are exceedingly expensive and difficult to fabricate.
BARRED PORTHOLES: All portholes and windows have
As a result, void vessels are usually priced as twice the value been barred or secured with heavy grills to prevent corporeal
of a regular vessel of the chosen type, with the additional entities from getting inside the vessel.
components and enhancements added to the cost. While amorphous and similar beings would still be able to
enter, they would get slowed down in their progress, likely
The Arbiter must approve all vessel modifications, and no buying invaluable time for the Voidfarers.
“opposing” or “duplicate” parts can be applied to the same
vessel. For instance, a vessel cannot have both exotic and CLOSED DECKS: The vessel is built with detachable shutters
Void-touched materials. and barriers to seal off all decks from the Void, enabling the
crew and passengers to use and operate the entire vessel in
Below is a list of available parts and enhancements, as well relative safety during the traversing through the Void.
as their availability and cost modifier. Closed decks inhibit corporeal entities from entering the
Note that the cost modifier is calculated from the original vessel and shields the Voidfarers from inadvertently looking
cost of the vessel. into the Void and its grotesquery.

PART ADDITIONAL PROPERTIES AVAILABILITY COST

BARRED PORTHOLES Inhibits corporeal entities from entering the hull Rare x0.25
through the portholes.
CLOSED DECKS All decks are sealed off from exposure Very rare x2
COLLAPSIBLE/HINGED MASTS Negates the risk of mast damage when entering or Rare x0.5
exiting Void ruptures
EXOTIC MATERIALS Adds a +1 to all Void navigation and Void Very rare x2
distortion rolls
EXPANDED HOLD Increases the cargo capacity by 1/3, reduces sailing Rare x1
speed by 1/3
HULL CLADDING, FULL Increases the difficulty of damaging the hull by one Rare x1
category and reduces the sailing speed by 1/3
HULL CLADDING, PARTIAL Increases the difficulty of damaging the hull by one Rare x0.5
ranking
IMPROVED DESIGN Reduces the crew requirement to 2/3 Rare x1
REINFORCED HULL Increases the difficulty of damaging the hull by one Rare x1
category and reduces the sailing speed by 1/3
SHUTTERED PORTHOLES Inhibits corporeal entities from entering the hull Rare x0.5
through the portholes and block’s view of the Void
for Voidfarers
SLEEK HULL Increases the sailing speed by 1/3 Very rare x2
VOID-TOUCHED MATERIALS Reduces the risk of attracting notice from Void Very Rare x6
entities and adds +1 to all Void navigation and
Void distortion rolls

120
COLLAPSIBLE/HINGED MASTS: The masts have been SHUTTERED PORTHOLES: All portholes and windows
fitted with hinges or built in such a way as to take them have been secured with heavy shutters to avert corporeal
down easily. entities from getting inside the vessel.
This reduces the vessel’s height, allowing it to enter or exit Shuttered portholes have the added benefit of shielding the
through much more minor Void ruptures than otherwise Voidfarers from accidentally looking into the Void and its
possible and negates the risk of damaging the masts when maddening vistas.
the Void vessel leaves the Void.
SLEEK HULL: The vessel’s hull is more efficient than usual
EXOTIC MATERIALS: The entire vessel is built from an for this type of vessel due to its shape, coating, or materials
outlandish material that enables the Void navigator to have used.
uninhibited awareness of the surrounding Void and even While the sleekness improves the vessel’s normal sailing speed
augment the caress of Void currents on the ship adding a by 1/3, it does not affect its Void traversing pace.
+1 modifier to the Void Navigation roll.
The drawback is that the Void navigator is more exposed to VOID-TOUCHED MATERIALS: The vessel is built from
the emanations and stimulus from the Void, inducing a +1 materials deriving either from a border world or a deep
modifier to the potency on any Void distortion roll. world. Unlike regular Void vessels that are shining beacons
to Void entities, this vessel seems indigenous to the oblivious
EXPANDED HOLD: This cargo hold of the vessel has been depths because of this and does not attract attention. Reduce
increased to such an extent that it allows the vessel to carry the severity of rolled Void traversing disaster effects by one
1/3 more cargo than a regular vessel of this type. (1).
While the increased bulk and weight of this expansion reduce Furthermore, the materials give the Void navigator
the vessels normal sailing pace by 1/3, it does not affect its unrestrained consciousness of the surrounding Void and
Void traversing speed. even augment the perception of Void currents, adding a
+1 modifier to the Void Navigation roll.
HULL CLADDING, FULL: The vessel’s hull has been Should disaster strike, the Void navigator is more unprotected
covered in a sturdy and durable material such as metal. The from the emanations and stimulus of the Void, inducing a
cladding increases the difficulty of damaging the hull by a full +1 modifier to the potency on any Void distortion roll
category (3 ranks) if subjected to an impact or something is they must make.
attempting to tear through it.
While the added weight slows the vessel down significantly
when sailing in the Cosmos, it does not impact the speed
in the Void.

HULL CLADDING, PARTIAL: Parts of the hull – typically


the prow and sides – are clad with durable materials such as
metal to prevent impact breakage and damage from other
sources.
The cladding enhances the overall difficulty of damaging the
hull by one ranking. Impacts and attacks specifically targeting
non-clad areas are unaffected.

IMPROVED DESIGN: The vessel has been constructed in


such a way as to be serviceable with fewer than the regularly Nahazh is commissioning the construction of a Void
necessary crew. vessel for his expanding fleet. He wants a medium
The crew can be reduced to 2/3 without affecting the dhow built from exotic materials, with shuttered
vessel’s performance, enabling the owner to add additional portholes, and fitted with hinged masts to make the
passengers, soldiers, cargo, or miscellanea in its stead. vessel able to utilise smaller Void perforations.

REINFORCED HULL: The hull has been bolstered and A regular medium-sized dhow costs 18.000 Dhin,
strengthened to an extent where it is significantly more meaning that a Void vessel variety costs 36.000
durable than regular vessels. Dhins. Shuttered portholes are 0.5 the cost (9.000
This increases the difficulty of damaging the hull by a full Dhins), exotic materials are double (36.000 Dhins)
category (3 ranks) if subjected to an impact or someone is and hinged masts are 0.5 the cost (9.000 Dhins) for
actively attempting to break through it. While the increased a total price of 90.000 Dhins.
weight from the reinforcement reduces the regular sailing
speed by 1/3, the Void traversing speed is not affected.

121
VOID VESSEL ARMAMENTS
CREWING A VOID VESSEL
Void vessels of a certain size require a similar crew
to regular seafaring vessels, including the captain,
Most Void vessels are similar to regular trading vessels. Some, mates, quartermaster, sailing master, armaments
however, have armaments for self-defence on hostile worlds, master, boatswain, riggers, deckhands, carpenters,
while others are designed as war vessels used by despots and and physicians.
empires to conquer and subjugate foreign powers.
In addition to these, the primary capacity needed to
steer in the Void is a Void Navigator, who gently
BALLISTA guides the vessel on the imperceptible currents.
A missile launcher for hurling javelins or stones. The Because of the intrinsic dangers of Voidfaring, major
contraption is powered by torsion derived from two thick Void vessels usually have several navigators and –
reels of twisted cords attached to separate arms joined at in some cases – novices assisting, observing, and
their ends by the rope that propelled a javelin or rock. learning from the archons of the oblivious depths
Propelled javelins have the piercing property, while stones so that they one day may steer mighty vessels along
have the knockdown property at the strength equal to the same torrents.
the ballista size. It takes two or three people to effectively
operate a ballista, which must be loaded and aimed every While manifesting Mystic phenomena during Void
time it is fired. traversing crucial, crew members often include
Mystics trained in suppressing Void emanations as
Size: 8 | 10 well as defending and shielding the vessel from Void
Range: 75/225/450 | 150/350/750 entities taking an unwelcome interest.
Damage: 3D12 | 4D12
Properties: Piercing [5 | 6] (javelins), knockdown (rocks),
and large ballistae can propel up to four (4) javelins or stones
in each shot at a -1 penalty to hit.
It takes a crew of three operators three full combat rounds In addition, some catapults are designed for hurling exotic
loading, aiming, and firing a regular ballista, while a large or esoteric projectiles such as Mohk pearls that explode on
ballista takes four rounds. impact.
It takes at least four people to effectively operate a catapult,
which must be loaded and aimed every time it is fired.
CATAPULT
A missile launcher designed for hurling rocks and other Size: 9 | 12
projectiles at great speed and distance. Catapults function by Range: 150/300/600 | 200/400/800
a sudden release of tension on bent wooden beams or torsion Damage: 6D12 | 8D12
in twisted cords, releasing an arm with a bucket holding the Properties: A catapult projectile has a massive impact,
projectile. affecting everyone within the hit location’s adjacent (1)
Catapults typically propel rocks and other heavy objects for radius. Anyone caught in the impact area suffers damage
direct impact or containers with flammable oil or similar and effects similar to the actual target. Rocks have the
concoctions. knockdown property at the strength equal to the ballista
size. It takes a crew of four operators five minutes to load,
aim, and fire a catapult.

NAME TYPE SIZE RANGE DAMAGE PROPERTIES AVAILABILITY COST


BALLISTA Missile 8 75/225/450 3D12 Piercing [5]/knockdown, Uncommon 400
loading
BALLISTA, Missile 10 150/350/750 4D12 Piercing [6]/knockdown, Rare 600
LARGE multiple projectiles, nocking
CATAPULT Missile 9 150/300/600 6D12 Knockdown, massive impact, Uncommon 800
loading
CATAPULT, Missile 12 200/400/800 8D12 Knockdown, massive impact, Very rare 1200
LARGE loading

122
123
Under
Nebulous
under

Skies
nebulous
skies

Grand
grand Campaig n
- Opus
opusIi -
campaign

124
125
S
Sce nar i o
setu p
cenario
setup
If you are unfamiliar with running Black Void scenarios,
this introduction explains the various elements and how
everything works.

To play this campaign, you need a copy 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 miniatures for combat and such can be used but are not
a necessity.

A role-playing game scenario is a story much like the plot


in a book, with the distinct difference that the story is not
fixed but depends on the players’ decisions and actions. The
scenario provides a framework for the players to act within.
They decide where to go, what to do and - in so doing -
shape how the story progresses.

Black Void scenarios are organised in a particular way,


making it easy for Arbiters to control and narrate the story.
Overall, the story is divided into scenes, each with a number
of events and occurrences.

Each scene contains a brief synopsis, a location description,


applicable maps, a non-player character overview, and
usually some annotations the Arbiter should keep in mind
for the scene. The different events and encounters follow a
formula providing the Arbiter with everything they need to
weave an engaging and dramatic story for the players.

Some events are arbitrary, occurring either randomly, at the


Arbiter’s discretion or purely due to player agency adding
further facets and depth to the story.

Wherever possible, the scenario provides several ways to get


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

Throughout the scenario, particularly essential and


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

Whenever a scene or event has a specific opportunity


for characters to obtain pertinent information, a frame
containing the relevant information is placed on the page. If

P r e face
the characters succeed in their attempt and multiple options
are available, the Arbiter can choose which observation is
revealed or make a roll to randomise the result.

Preface
While most obstacles and tasks in the scenario follow the
regular rules regarding action difficulties, some have specified
predetermined difficulty ratings marked in square brackets
[].

126
The appendix detail antagonists, allies, and other notable Dhaarese, interacting with a vast and colourful NPC gallery
NPC’s, including their game characteristics, skills, and as the story takes them on a harrowing adventure deep into
combat abilities where needed. Campaign-relevant factions Llyhn and beyond.
and groups are also described and given generic profiles in
the appendix, together with new sentient species and beasts While the scenario is written to be run as-is, the narrative is
the protagonists may come across. open enough to give ample opportunity for creative Arbiters
to weave their own sub-plots and alternative storylines into
Additional background stories and information on the it. In addition, many of the key locations are further detailed
various creatures, peoples and species can be found in the in the Travelogue section, giving abundant options to further
Black Void core rulebook. explore the districts throughout the campaign.

Ar b itrating
It is recommended that the Arbiter reads through the NPC
descriptions to get familiar with their motivations, quirks,
and particular demeanour to bring their personality to life

Arbitrating and appreciate the impetus for their behaviour. Several of


the established NPC’s – such as Lihan Sarq, Orah Cort, and
many others – can easily have their stories expanded upon
and provide exciting ventures to delve into.
Before running this campaign, the Arbiter should note that it
is suited for four to six characters, ranging from novices (48
points) to adepts (68 points). If the characters are outside ARBITER RECOMMENDATION:
this range, the Arbiter can reasonably tweak adversaries to
suit more capable characters as required. For some encounters, a recommendation of
applicable skills or abilities have been noted to guide
The UNDER NEBULOUS SKIES campaign is the first opus the Arbiter in their implementation of the encounter.
of the Grand Campaign Trilogy, leading to the second opus: This is to institute versatility throughout the scenario
THE RISE OF HALQU SARRUM. and make scenes, events and encounters distinctive
in approach and implementation.
Although it is not a requirement, UNDER NEBULOUS Although recommendations should never limit
SKIES can be played as a continuance to previously player agency and ingenuity, the encounters enable
released BLACK VOID campaigns and scenarios THOSE characters with different capabilities and styles to
WHO WOULD BE GODS and DARK DEALINGS IN THE excel in various scenes. Some information sources
SHADED SOUQ as there are references to these included have been conceived to cater to distinct skill and
in the campaign. ability varieties, while other encounters might favour
specific approaches or styles.
The scenes are arranged in the most regular order of
occurrence, but the chronology can be fluid depending on While not all violent encounters are – or should be
the characters’ choices. Therefore, it is recommended that – balanced, Arbiters are free to adjust adversaries
the Arbiter reads through the entire campaign in advance to or their capabilities if the combat sequences are
get an understanding of the overall story progression. consistently skewed to the extent that it disrupts
A desperate cry for help from a foreign human envoy leads the story. Occasionally, this might mean removing
the protagonists deep into the underworld of Kimah amongst existing antagonists altogether or adding ones not
nefarious gangs crushing or enslaving anyone getting in their included in the written narrative – and that is as
way. it should be. But, as always, the Arbiter has the
final word and knows what works for and with their
Reconciling the fractured and clashing human factions of players.
Llyhn might bring benefit to all, but playing them out against
each other to gain advantage may be the only viable option
to survive and uncover the ominous aspirations of an obscure SAFETY MECHANICS
entity with its gaze fixed firmly on the descendants of Earth… Arbiters should provide a content warning to all players
about the horror elements of the scenario and mention it is
The story delves into several of the BLACK VOID setting’s subject to player actions as well. Arbiters who wish to push
central concepts, namely humanity’s struggle for survival and the limits of horror for this scenario should give players
resurgence in a Cosmos seemingly arrayed against it and the the option to not participate in scenes that may potentially
search for new horizons with all the outlandish experiences be distressing for them. If your group uses another safety
that entail. mechanic, please feel free to incorporate that into your
game. These safety mechanisms are in place so everyone
This campaign offers opportunities for profound role-playing, can enjoy the game and explore the darker aspects of
shrewdness, and raw, brutal combat as the characters this scenario.
confront the horrors and cruelty lurking under the surface
of Llyhn and in the Cosmos at large. CONTENT WARNING: Body horror, torture, mind-
probing, esoteric horror, otherworldly entities, Void
The characters explore multiple locations in Kimah and death, and ordinary death.

127
Ch a r a cte r s
Characters D o w n lo ads
Downloads
The campaign is suited for new characters at the novice Arbiters can download the BLACK VOID - UNDER
(48-point) or Adept (68-point) stage but can easily be NEBULOUS SKIES soundtrack and a PDF containing the
adapted for more progressed characters. various maps and handouts using the QR code below.

Refer to the Character Creation chapter in the Black Void


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

CHARACTER MOTIVATION
Various incentives for the characters to get involved are built
into the campaign, and no prior character-motivating ought
to be required. SCAN TO
DOWNLOAD
CHARACTER BACKSTORY
The players are free to make any backstory they want, THE SCENARIO
provided their character is currently situated in Llyhn. In MAPS AND
addition to individual backstories, the players can include any SOUNDTRACK
of the below story-relevant accounts into their characters’
backgrounds.

• One character (Llyhn native) has a previous


connection with a gang from Beggars Court.
• One character’s parents were taken by slavers a
few years ago.
• One character (Llyhn native) has a past association
with the Feeradani enclave.
• One character’s parents were presumably killed
in a raid several years ago.
• One character (Llyhn native) has a history with
the Assembly.

Prior to the characters attending the burial in scene 1, the


Arbiter informs them about the offering.

Each character must bring an item or commodity


to be offered during the burial (scene 1). The
Arbiter may inform each player to choose an item
or commodity of up to 15 copper Dhin value to
bring as an offering. The amount is not taken from
the characters’ funds. It is assumed to either be a
memento denoting the relationship with the deceased
or something similar that the character has acquired.

128
Th
Thee SStory
tory
PRELUDE: At the behest of the shadowy warlord Halqu Sarrum, the forlorn Prince Miyh is combing the
Cosmos in search of resources and recruits to join the holy war waged by his master. He is tasked with
locating and capturing humans, as his master believes them crucial to an inexplicable scheme to reclaim
his lost throne and dominion.

Alongside this, a lone human settlement stranded on a secluded world is beginning to dispatch envoys to
search for other survivors after the fall of Earth. A few enlightened individuals have embarked on several
expeditions through the Void, and a small group of envoys, including the novice Itzel, eventually wash
up on the shores of the Margidda river outside Kimah.

On a regular visit to Llyhn, rumours about a group of unusual-looking humans wandering the streets of
Kimah reaches Prince Miyh. Learning that they have been seen in Beggars’ Court but unwilling to reveal
his identity, he sends a Wailing Vulture carrying a warning to deny them shelter. Prince Miyh dispatches
his agents - members of the notorious Daughters of Wailu sect - to capture the envoys once they leave
the human enclave, but they are too late as the unfortunate group is intercepted, and all - save Itzel - are
caught by the Shrouded Izhrit, a gang known for dealing in body parts and live victims for grafting and
blood rituals.

Prince Miyh is undeterred and instructs the daughters to locate and bring him the missing envoys from the
Warrens of the Shrouded Izhrit. In the meantime, Itzel is scouring Llyhn looking for help. She happens
upon the protagonists during a burial in Shallowwater, and this is where the campaign begins.

PART 1: Whether enticed, bribed, or otherwise compelled, the protagonists travel to Kimah to aid the
desperate Itzel to find her missing companions. In the slum district they must navigate the perilous domains
of ruthless gangs and ultimately infiltrate the buried warrens of the Shrouded Izhrit.

The Shrouded Izhrit are up in arms as the Daughters of Wailu have seized one of the envoys from their
dungeon, leaving only a broken and witless emissary for the protagonists to find. Kept on the Prince’s
anchored yacht, the seized envoy is driven to reveal the route to Ixlpa, their settlement on a distant world.

Sooner or later, the protagonists learn about Prince Miyh and realise that he intends to find Itzel’s
homeworld. As the word about this previously unknown settlement spreads, the human factions of Llyhn
compete to lure Itzel and gain access to the supposed resources of her people. The protagonists find
themselves at the very heart of the intrigue and must navigate the schemes and plots to ensure the best
patron faction for the voyage.

As Itzel is only aware of a route leading via Kor’Tuan - a Ka’Alum federation world - their journey is
further complicated by the prospect of having to navigate this outlandish culture and secure free passage
across the antediluvian world to a Void rupture hidden in a cave in the wasteland.

PART 2: Once the protagonists arrive on Kor’Tuan, they must undergo a bizarre examination in the
House of Mirrors and a trial in the arena to establish their worth in Ka’Alum society. If they gratify the
attending aristocracy, they are sent on a ferocious hunt on a vast mountain lake, where they may gain
the favour or ire of their new patron. If they fail to impress, they are sent to work the wasteland mines
in chains.

Whether in chains or in wreaths of triumph, Itzel eventually recognises the first landmark leading to the
elusive Void rupture. Discovering that the prince is ahead of them, the protagonists hectically chase after,
encountering runaway slaves, a discontent Ka’Alum aristocrat, and an undesirable gift left by Prince Miyh.

In the end, they locate the sought-after cavern only to discover that the prince has already passed through
the rupture while abandoning a servant to distract a horrific, Void-distorted monstrosity. Whether by
guile or force, the protagonists must bypass the monster blocking the pulsing Void rift. Plunging into the
rupture, this opus concludes as the protagonists emerge onto the alien landscape of Ixlpa.

129
Lo cati o n s
Locations
BEGGARS COURT: In Kimah lies an ancient crumbling
temple called the Flea Palace, and surrounding it a clutter of
annexes and support structures collectively known as Beggars
Court. Under the patronage of a dubious individual who
styles himself the Beggar King, a loose coalition of thieves,
ruffians and scroungers have made this ruin their home. This
is one of the few mainly human bastions in the Eternal City.

BURIED RUINS: A blend of natural caverns and crumbling


remnants of archaic structures are buried beneath Kimah,
and this is where the Shrouded Izhrit have made their home.

CATACOMB CRATER: Caved-in underground catacombs


have formed an open crater near a ruined temple in Kimah.
The exposed tunnels, crypts, and chambers have been
converted into shops, drinking dens, and more obscure
establishments.

DHAARESE: The district known as Dhaarese is built on


mudflats, several islets, and a large waterfront section.
Located on the sunset side of the river Margidda across from
Pai’Karaan, the district comprises four principal areas: The
Wharves, the Forges, the Stocks and Shallowwater, where
the Feeradani enclave is located.

FEERADANI ENCLAVE: This prominent human enclave is


built in the shallows of the Margidda river and consists of
several unstable platforms, pile dwellings and stilt structures
connected by suspension bridges. The enclave is home
to nearly a thousand human beings and is one of the few
bastions of humanity in Llyhn.

KIMAH: Kimah is the lowliest, most wretched of all the


districts in Llyhn. Beggars, thugs, harlots, and prophets of
doom make up the bulk of the populace, and there is a
constant war of supremacy between rival gangs.

THE HERALD OF DAWN: This imposing Void vessel is


the base of operations and transport of Prince Miyh. It
is anchored in the Margidda river between the Dhaarese

Groups
Groups &
Wharves and Kimah.

-- Part
part I - Fa cti ons
&
i -

L ly hn
F actions

Llyhn
DAUGHTERS OF WAILU: The Daughters of Wailu are a
secretive organisation consisting solely of Je’ehl women. A
small group work for Prince Miyh, acting as assassins, spies,
and covert agents.

130
GISHTIL: Gishtil is a gang part of the Beggars Court CHANNA: A human tramp who is a member of the
coalition. Led by Lihan Sarq, it is the only gang to accept Tattered gang, part of the Beggars Court coalition.
elderly and supposedly useless members.
COMMANDER T’PALI: A Halqu Sarrum commander,
RASHA GALAM: The constabulary of the Feeradani leading Prince Miyh’s contingent.
enclave, the Rasha Galam, consists of four branches, each
with a distinct purpose and area of responsibility. COURT MYSTIC: Prince Miyh’s court mystic aboard the
Herald of Dawn.
SHIZHÛ SUDÉ: The most prominent gang in the Beggars
Court coalition. Under the leadership of Tao Pa, this gang FEERADA: The supposedly Earth-born, despotic leader of
is growing increasingly influential within the coalition and the Feeradani enclave.
beyond.
HALQU SARRUM: The Anunnaki Warlord
SHROUDED IZHRIT: A notorious Kimag gang known for
dealing in sentient sacrifices for grafting and blood rituals. ITZEL: A lost delegate from the human settlement of Ixlpa.

THE ASSEMBLY: A egalitarian human enclave located in IXTI: A male delegate companion from the human
the Barrens. Led by a governing body of representatives, settlement of Ixlpa.
this is likely the most diverse and tolerant human commune
in Llyhn. KÛN AZHAR: The leader of the Rasha Galam.

THE FEERADANI ENCLAVE: The most renowned human LIHAN SARQ: Leader of the Gishtil gang, part of the
commune in Llyhn, the Feeradani enclave is located in Beggars Court coalition.
Shallowwater.
MALY: An Oord merchant captured by the Shrouded Izhrit
THE RAGGED CATHARSIS: A mortuary sect of significant and kept in a cage in their warrens.
numbers and frightening influence. Knowledge of the
faction’s inner workings is guarded fiercely, and their exact MSIALA: A Shirr tavern proprietor in Kimah.
structure, practices, and numbers are unknown outside of
the sect. ORAH CORT: The Spy mistress of the Rasha Galam.

THE TATTERED: A small gang of tramps, beggars, and QIQIRIIH: A renounced Timaniém, desperately looking for
pick-pockets that have recently joined the Beggars Court acceptance from her peers.
coalition.
PRINCE MIYH: One of the last surviving Ica, acting as envoy
THE UNTAINTED: A purist faction holding that humanity, and lieutenant to Halqu Sarrum.
while oppressed and regarded as inferior by the otherworldly
species, is superior and will rise to their rightful place in the PRINCELY CONSORT: Fellow Ica and trusted advisor to
Cosmos. Their leader, Arshaka, is a driven, charismatic, and Prince Miyh.

N ota b l e
significantly influential man.
RAHAM: Husband of Tehmeena – or another deceased
councillor.

P eo p le
Notable REBU A’UL: Councillor to Feerada.

TAMIRAT: An Ifrit tattoo and grafting purveyor in Kimah.

People TAO PA: Human gang leader at the Flea Palace and aide
to the Beggar King.

THE BEGGAR KING: Coalition leader of Beggars Court,


AHAN-ARI-IMA-UUD: An Aq’Jarea stall vendor selling ruler of the Flea Palace.
balms, tonics, and various unguents in Kimah.
UNNAMED PARENT: One of the characters’ parents,
AHU EZ: A Feeradani pureblood human, councillor to discovered in the warrens of the Shrouded Izhrit.
Feerada.
XITL: A Pureblood human delegate from the settlement
ARSHAKA: The proudly pureblood leader of the Untainted. of Ixlpa.

BAGRAH: The Beggar King’s lackey and messenger. ZHASHIR: a Voidmarked Mystic associated with the
Assembly enclave.

131
Scene
S cene11 :: T
The
he Burial
Burial
If not, the Arbiter should create another elderly woman and
S ynopsis provide a suitable backstory, ensuring that all the characters
have interacted with her in their past.
The characters meet each other at the funeral of a common If the characters already know each other the Arbiter can
friend, but the funerary rite is interrupted by the arrival of leave out the initial introductory section and go straight to
the Ragged Catharsis, who claim the body. The row draws the ceremony and arrival of the Ragged Catharsis.
the attention of Itzel, a lone Voidfarer desperately looking
for other humans in the Eternal City.

This scene is intended as an introduction to establish FEERADANI BURIAL TRADITIONS


ambience while the players present their characters to each
other. The events do not directly engage the characters – Most members of the Feeradani enclave – like their
unless they choose to get involved – but serve to establish Mesopotamian ancestors - believe in an afterlife in a
their relations and possibly introduce select NPCs for future dark abode of miserable shadows beneath the earth,
reference. to which all the dead descended regardless of status
or position.

NPC’s Most enclave members believe that the proper place


for the souls of the dead is in the nether world of the
goddess Ereshkigal and not in the realm of the gods.
RAHAM: The husband of the deceased.
Therefore graves are dug in the ground to provide
the deceased with easier access to the nether world.
KÛN AZHAR: Leader of the Rasha Galam and friend
of the deceased.
If one were cremated, it is thought that the soul
ascends sky-ward towards the home of the gods
ORAH CORT: Spy mistress of the Rasha Galam and
and a human soul would not be at home there. It
friend of the deceased.
is far more fitting for the soul to descend to the
underworld with other human souls.
ARSHAKA: Head of the Untainted and respectful
adversary of the deceased.
If a person is not buried correctly, it is believed that
they may return as a ghost to haunt the living. As
ZHASHIR: Prominent member of the Assembly and
such, great care is shown during burial rituals.
acquaintance of the deceased.
Burial rituals include interring the deceased with
food, drink, tools, and other offerings. The corpse
Location is not embalmed. However, mourners wash and
dress it presentably, darken its eyelids, adorn it with
jewellery, and wrap it in linen.
The burial is held on the mudflats between a gravel road and
the water’s edge across from the Feeradani enclave.
It is stifling in the late afternoon despite the torrential
downpour obscuring most of the surrounding stilt-hovels
and other structures.

The river water has ebbed, baring innumerable bones and


half-eaten carcasses on the exposed Margidda riverbed.
Some might find this a morbidly fitting spectacle for a burial.

Notes

Who the deceased is depends on events in the characters’


past. If the characters have completed the Those who
would be Gods campaign and Tehmeena survived the
ordeal, it is suggested the deceased is her.

132
PROMINENT MOURNERS

The following prominent people are among the


mourners and will interact with the characters based
The Burial on noted criteria.

• Kûn Azhar, leader of the Rasha Galam: He


The scenario begins with the characters invited to attend a is likely to acknowledge and possibly engage
funeral by Raham, the husband of Tehmeena (or another any character involved with the Rasha Galam.
common friend of theirs if Tehmeena died earlier). He will ask about how the characters were
acquainted with the deceased and caution them
The funeral takes place on the mudflats outside the Feeradani to be vigilant in the future.
enclave. Characters who already know each other may arrive • Arshaka, leader of the Untainted: Arshaka
together, but otherwise each character arrives separately. may approach any pureblood characters in the
If all characters know each other the Arbiter can decide in group, reminiscing about how wretched it is to
which manner or order they come. lose a prolific pureblood personage as Tehmeena
despite her somewhat misguided notions about
As each character arrives, the players may introduce their the future of humanity. He is also likely to subtly
characters to the others, describing their appearance, garb judge sympathy to his cause from pureblood
and any details they think relevant or appropriate for the characters.
others to know. • Orah Cort, spy adept of the Rasha Galam: She
may approach any well-connected or higher
Read or paraphrase the following: caste characters, implying that foul play may
have been at hand in the death of Tehmeena.
“The distant thunder is barely audible over the She will inquire if the characters or their
pouring rain as you move to stand solemnly amongst associations know anything and intreat them to
the gathered mourners. A simple litter holding the report unusual occurrences to her.
shrouded body rests nearby next to a shallow hole • Zhashir, a Voidmarked Mystic associated with
and a heap of piled mud and clay. the Assembly: Standing by himself, Zhashir may
The downpour has soaked the linen covering the engage with any character with Mystic powers.
body, showing her sunken features, and smearing the He does not reveal how he knows they are
funerary cosmetics unto the cloth, giving it the eerie Mystics, but he will commend them on their
semblance of a skull.” prowess and mention that they might be useful
to each other in the future. He might remark
In addition to Raham and the priestess of Ereshkigal, her that Voidmarked face less bias in the Assembly
two acolytes and a small gathering of a few dozen mourners enclave.
are in attendance. Most of the attendees are nondescript
enclave members or hired wailing women, merely there to If these people are indifferent or irrelevant to the
pay their respects. Characters may observe the mourners to characters, the Arbiter can opt to simply describe
see if anyone of interest is present - the Arbiter is free to their appearance and reference them later if the
add familiar people to the group. characters meet them.

133
Once the characters have socialised with mourners the
priestess of Ereshkigal steps forth, dark robes hanging heavily RAGGED CATHARSIS INQUIRY
around her form, to begin the rites.
If the characters are unaware of who or what the
She beckons Raham forth and, sobbing, he takes a step Ragged Catharsis are, they have a few moments to
forward to place a necklace on top of the body, fighting ask the other mourners before the procession draws
grief to give a short eulogy. Some of the other mourners near. At the Arbiter’s discretion, the characters may
do likewise until the priestess indicates for the characters to learn a few facts and/or rumours about the cult.
follow suit, saying:
The Arbiter can decide to leave them in the dark
“The dead must be appropriately buried to descend (leaving them perplexed), feed them information
to the land of the dead, beneath the Earth. Have you (giving them a superficial understanding) or give them
brought offerings to be buried with her?” rumours (likely causing anxiety or stubbornness).
As the priestess of Ereshkigal intones the litanies of passage, INFORMATION:
each player may describe what they have brought and give • They are funerary sect of significant numbers
a small oration about the gift or their relationship with the and frightening influence.
deceased. As soon as the first character has placed his or • They have a small temple in the enclave.
her offering, ominous clacking sounds can be heard in the • The Ragged Catharsis focus on the purge and
distance – they are oddly clear despite the deluge. release from life to death.
• They sometimes take the dead or dying to their
As each player places an offering the sound swells, and temple to perform unknown rituals on them.
by the last offering a procession can be seen approaching
through the downpour. RUMOURS:
• It is said that they can mark a person for
As the procession gets closer to the mourners, the characters imminent death!
can make out that it consists of six robed individuals with • Some say that they actually work for the Unseen
wicker baskets obscuring their features. Rulers.
Numerous wooden tags hang from their tattered robes • Rumour has it that even the Hohr’loh’kin step
producing the peculiar clacking sound heard earlier. Their aside for them.
arms are folded in the sleeves of their robes, leaving none of
their features visible. See page 295 of the core rulebook for additional
information on the Ragged Catharsis.

LORE: Characters versed in lore about Llyhn,


factions or religion may recognise the appearance of As the procession draws nearer, Raham’s bursts out in grief,
the Ragged Catharsis. bawling, moaning and protesting as he realises who it is and
that his deceased wife is their target.

An expression of pure terror has spread across his features,


and he looks pleadingly at the characters. His panic hinders
him from uttering a word about what has got him so upset.
Still, his eyes are locked on the characters as he stumbles in
between the approaching procession and his deceased wife.

Except for the clacking wooden tags, the procession of


Ragged Catharsis Adherents is utterly quiet as it reaches
the burial site.

Mourners fearfully step aside to let the Adherents through


as Raham finally finds his voice and begins screaming that
his wife’s ghost will come back to haunt him if they do not
bury her properly.

At the outburst several mourners grab him and drag him


away from the litter, knowing full well the threat of the
Ragged Catharsis. The characters may help to pacify Raham,

Burial site
interfere with the Ragged Catharsis’ intrusion or simply watch
unfolding events.

134
we are owed
a death ...
and we intend
to collect!
- the Ragged Catharsis

135
THE CHARACTERS DO NOT INTERFERE
THE BURIAL CONFRONTATION (ENCOUNTER)

As the foremost Catharsis Adherent reaches the litter, The Adherents try to incapacitate those obstructing
Raham tries to break free with a strangled yell. If one or or interfering with them by manifesting the
more of the characters are holding him back, they may make phenomenon “Prostrate”. They do not seek to harm
an opposed Strength roll to retain their grasp, or he breaks the characters.
free. In his desperation, Raham counts as Strength 4.
PRIMARY ADVERSARY: Six Ragged Catharsis
Should Raham break free, he immediately storms towards Adherents
the procession with a desperate strangled yell.
LOCATION: The burial site on the mudflats outside
At Raham’s charge, one of the Adherents turns around the Feeradani enclave
hissing a sharp word stopping him dead in his tracks, staring
blindly into oblivion. The Adherent walks towards him while ENVIRONMENT: Mudflats with the only notable
the mourners stand in fearful silence, and whispers something obstruction being the grave and the dirt pile.
inaudible causing him to shudder and fall to his knees.
COMBAT CONDITIONS: Extreme downpour
The Adherent turns around but seems to pause slightly as causes a -3 modifier to all actions. Slippery footing
its masked gaze passes over the characters, after which he causes all combatants to act as if moderately Clumsy;
and the gathered procession pick up the litter and depart Agility-based actions suffer critical failure on 1-2 (see
with the body towards the Ragged Catharsis temple in the Flaws).
Feeradani enclave.
POTENTIAL PARTICIPANTS: Although a
significant number of enclave mourners and casual
bystanders are nearby, none dare intervene.

NOTE: The “Prostrate phenomenon is considered


“Known”. The Ragged Catharsis Adherents are
Gnostics and have a +11 channelling modifier,
making the applicable phenomenon difficulty 5.

If all characters are subdued without causing any injury to


INTERFERING WITH THE RAGGED the Adherents, narrate the following:

“You lie pinned by nothing palpable and a sense of


Should any of the characters decide to intervene or move panic grips you. You can smell the sweet stench of
against the Ragged Catharsis, the Adherents immediately try mouldy decay as the ominous figure of a Ragged
to force them to the ground using Mystic powers. Catharsis Adherent steps closer to you. It slowly lifts
its arm, and a taloned hand stretches towards you
None of the mourners, the priestess or the acolytes will aid from the shadows of the sleeve.
the characters, but might try to warn the characters against It places a single fingertip on your exposed skin and,
confronting the adherents or try to prevent them doing so. as it draws back, you feel as if a greasy residue is left
behind. You feel a smouldering sensation where you
PROSTRATE (Known Force sphere phenomenon) were touched as the Adherent turns away and walks
towards the litter to resume its task.”
CHANNELLING TIME: Initiative
RANGE: 9 metres The character has received a “Mark of the Ragged” and the
Arbiter decides where the mark is placed. The character
DURATION: 15 minutes
is marked and not allowed to reclaim the body from the
AREA: 1 person Ragged Catharsis temple should he or she try to do so.
EFFECT: Strength 11 push
The “Prostrate” phenomenon remains in effect for fifteen
DESCRIPTION: The phenomenon pins and minutes, leaving the Ragged Catharsis Adherents ample time
immobilises the target with a force equivalent to to gather the deceased and leave the burial place.
Strength 11 (push effect). The target can attempt
to move and perform actions, but each attempt
prerequisites a successful opposed Strength roll.
DIFFICULTY: 19 (5)

136
INJURING THE RAGGED CATHARSIS

If any of the characters manage to injure a Ragged Catharsis


Adherent in the confrontation all the adherents will turn on
that individual, ignoring all others until the perpetrator is
subdued by the prostrate mystic power.

Summarise or read the following to the character:


Ragged Catharsis “You feel gripped by an invisible force. Helpless and
Adherent destitute as the adherent you struck approaches you
slowly. A repugnant stench of decay assaults your
senses as the adherent raises its hand and places three
WEAPONS None taloned fingers on your forehead. You feel a greasy
REACH None residue remaining from the touch is replaced by a
smouldering sensation searing your skin.
ATT SPEED -
You want to scream but are unable to move. As your
DMG - eyes water a flash of the hidden visage behind the
HEALTH 43 wicker weave flashes before your inner eye. The horrid
features you discern are unspeakable -numerous eyes
DV 6 stare at you. They are burning embers of pure hate
PROTECTION 7 towards the living, stripping away all hope and faith
SPECIAL Gnostic Mysticism (+11), Sphere you ever harboured, scorching your very essence.”
of Forces, and known phenomenon:
“Prostrate”. The character has received a “Mark of the Ragged” on his or
her face and must immediately make a Challenging [10] Fear
EQUIPMENT Heavy robes, censers, wicker baskets roll. Irrespective of the Fear effect the character now has
and wooden tags. permanent phobia towards members of the Ragged Catharsis.
[See the core book page 151].

The character is marked and will not be allowed to retrieve


the body from the Ragged Catharsis temple should they
attempt to do so.
MARK OF THE RAGGED
Once any interference is dealt with the Adherents turn away
The mark is made with an acidic paste used by to resume their task of collecting the body. The “Prostrate”
Ragged Catharsis Adherents to draw ritualistic phenomenon will remain in effect for fifteen minutes, well
symbols on dead flesh or skin is occasionally used to after the adherents have gathered the body and left the
mark living beings who have angered the cult. burial place.

If smeared on living tissue the paste burns as corrosive AFTERMATH


acid causing D6 damage [see core book page 141]
and immediately leaves a blemish of maroon dead
skin on the applied area. The Adherents themselves After the Ragged Catharsis procession has left with the
are unaffected by the paste. body most of the mourners disperse while a few remain to
console Raham and take him back to the enclave. Unless the
Once the acidity wears off there is no other effect characters engage with any of the mourners they are left
than a permanent mark left on the skin. However, the standing in the pouring rain at the burial place.
Arbiter is free to determine that the mark denotes
additional social effects – depending on where it is
placed. If located visibly it would be suitable that
the character receives the “Social Stigma” Flaw. The
Arbiter is free to implement alternative effects or
additional significances as she sees fit.

137
Scene
Scene 22 :: TThe Lone
Em i ssar y
he L one
Emissary
Lone Emissary
Passers-by, residents, homeless beggars and other dregs are
drawn in by the arrival of the Ragged Catharsis procession
and the unfolding drama it has caused.

The growing throng of onlookers crowds the roadside eagerly


Synopsis watching the spectacle. Still, they keep a wary distance as no
one is keen to draw the attention of the Ragged Catharsis
Adherents.
The characters are approached by Itzel, the sole escapee of
an ambush on her envoy delegation. Among them is Itzel, a lone human woman from an off-
world settlement. Itzel came to the Eternal City along
As they are about to make contact Qiqiriih, a destitute with a delegation of envoys seeking other humans. After
Timaniem, accosts Itzel, thinking that her jade jewellery is having made initial contact with the Beggar King at Beggars
stolen green obsidian. Court, however, the delegation was attacked, and only Itzel
managed to escape. For the past three days she has been
The confrontation plays out, and Qiqiriih eventually realises wandering Kimah and after hearing that another human
her mistake. Itzel then approaches the characters and tries enclave was to be found in Dhaarese, managed to get across
to explain her desperate situation in sign language, seeking the Margidda river.
to enlist their involvement.
Read or summarise the following:

“As the Ragged Catharsis and mourners depart the


NPC’s area the crowd also begins to disperse, and you notice
a lone figure standing in the rain staring fixedly in
ITZEL: A lost delegate from the human settlement of your direction. As you look closer you notice it is
Ixlpa. She does not speak Darijj. a young woman, but her facial features look foreign
to you. Her clothing, visible jade jewellery and skin
QIQIRIIH: A renounced Timaniém, desperately paint indicate that she does not belong to any of the
looking for acceptance from her peers. enclaves you are familiar with from Llyhn.”

Location OBSERVATION: Any character with Awareness of


4+ or the “Vigilant” or “Alertness” Talent notices
a haggard and severely agitated-looking Timaniem
The confrontation occurs near the roadside next to the burial observing the young woman from the dispersing
place as the rain abates. The ground is profusely wet, and a crowd.
light mist hangs over the Margidda river.

Notes Itzel reaction: Itzel tries to look brave but is clearly rattled
at everything going on around her. As the characters spot
her, she seems to breathe a sigh of relief and depending on
When the rain begins to clear the characters might spot a how they act she either:
Wailing Vulture circling overhead.
• Remains in place, staring at the characters, hesitant to
This is a spy sent by the mysterious Prince to watch Itzel. approach them.
It will remain in the vicinity perhaps landing on a nearby • Approaches them cautiously.
building only to follow Itzel if she departs. • Retreats, but follows them at a distance if they depart.

138
5
3

The burial site


1. THE LITTER
2. THE MARGIDDA RIVER
3. THE PATH
4. ITZEL
5. QIQIRIIH

139
OBSERVATION: Empathetic and observant QIQIRIIH
characters might notice that there seems to be a
sense of desperation about Qiqiriih’s behaviour - a Encountering Qiqiriih is an opportunity for the
disparity between her aggressive actions and her players to get creative as she is really not interested
purpose, which the character might recognise and in violence. She has been cast out of her tribe for
apply to defuse the situation. past transgressions.

She desperately wants to redeem herself in the eyes


of her kin and retrieving stolen green obsidian would
Whichever action Itzel takes, a solitary Timaniem huntress be a means to achieve that. Dependent on how the
(Qiqiriih) standing amongst the onlookers notices her jade characters approach the situation, Qiqiriih can be
jewellery. She confuses it with green obsidian and moves to turned into an ally. However, should the situation be
intercept the lone human, intending to retrieve the assumed handled less than delicately she is likely to become
contraband. an adversary.

The towering Timaniem looks emaciated and numerous scars While Qiqiriih prefers her native tongue, she
cover its body, including a stump where its right arm used understands and speaks Dariij well enough to be
to be. She raises a dented and nicked bronze Kpinga in her comprehensible, should she wish to.
left hand as she stalks forward with an almost predatory look
on her haggard features.

She shrieks something at Itzel in the trilling language of the


Timaniem. Any of the characters versed in the Timaniem
language will grasp that she is accusing Itzel of being some
sort of thief and commanding her to relinquish her jewellery
or face grave consequences.

Itzel seems perplexed by the Timaniem’s behaviour


but clearly recognizes that she is being threatened. She
brandishes her knife and holds her walking stick like a club
while shouting something unintelligible to the characters.

Qiqiriih stops just outside of striking distance from Itzel


and – standing on one leg – stretches her other leg
towards Itzel. She extends her prehensile foot, ready
to accept the jade-jewellery, should Itzel offer it.

Qiqiriih notices the characters when Itzel calls out


to them but ignores them unless they intervene.
If approached in an unthreatening manner, she
can be appeased, especially if the characters
realise her goal and demonstrate to
her that the jade is not what she
thinks.

If she is allowed to hold the jade, she


will immediately realise her mistake.
Depending on which manner the characters
appease Qiqiriih, she may possibly share her
story. Although she is too proud to apologise,
she will act repentantly and can potentially
become an ally.

140
CONFRONTING QIQIRIIH (ENCOUNTER)

If the characters push Qiqiriih to a fight, she will


fight frantically but flee at the first given opportunity
if hurt. Should flight not be an option Qiqiriih will
fall to the ground wailing and decrying her failure
and misery – placing herself at the mercy of the
characters.

PRIMARY ADVERSARY: Qiqiriih

If the characters hold back and Itzel does not hand over the LOCATION: The gravel path adjacent to the
jade, Qiqiriih will abruptly back-hand her rather than seek mudflats.
to seriously injure her. As Itzel is knocked to the ground
Qiqiriih proceeds to wrench either the jade bracelet or belt ENVIRONMENT: The gravel path is located on
off her and backs away… a raised stretch of land overlooking the mudflats,
preventing it and the structures behind it from
If she is given time to scrutinise the bracelet and belt, she flooding. The incline is slippery from the rain and the
realises her error, throws the jewellery back at Itzel and loose gravel on the path can be used for improvised
retreats in apparent confusion. The characters can seize the attacks.
opportunity to engage her either in conversation, combat or
leave her as they prefer. COMBAT CONDITIONS: If the combatants move
outside the gravel path, wet and slippery ground
If the characters simply placate Qiqiriih, she will resign causes all to act as if moderately Clumsy; Agility-
herself to her fate as an irredeemable outcast and leave for based actions suffer critical failure on 1-2 (see
the solitude of the jungles surrounding Llyhn. Flaws).

Should the characters manage to build a basis for trust or POTENTIAL PARTAKERS: No outsiders interfere
otherwise gain the confidence of Qiqiriih, she will reciprocate in this confrontation unless forced to.
in kind. Despite her current decrepit state (temporarily
emaciated), she is still a capable ally. She might reveal details
about her past and her fall from grace if the characters display
significant sensitivity - and make good social interaction rolls.
Should the characters act aggressively, Qiqiriih seeks to warn
Eventually, she informs the characters that she will withdraw them off in her native trilling language. If they persist, she
to the jungle’s edge close to the fishing village just north of will recognise her poor odds in a confrontation but might
Dhaarese to recuperate. In parting, she mentions that if they still attempt to wrest the jewellery from Itzel before fleeing.
wish to get in touch with her, they can make a fire close to
the forest edge and throw fresh Mima leaves on it. Her keen Should she manage to get hold of any jade piece, she will
sense of smell can pick up the scent from far off. eventually realise her mistake and leave Itzel alone. If she
does not retrieve any jade, she will continue to stalk Itzel.
The Arbiter should make a note of this and make her a
recurring antagonist seeking to ambush Itzel with increasing
desperation until killed or otherwise placated.
Qiqiriih
WEAPONS Kpinga (+3)
REACH Adjacent (2) / Thrown (15/30/45)
ATT SPEED +2
DMG D6
HEALTH 23
DV 8
PROTECTION 0
SPECIAL Climbs at regular speed and inverted
movement.
EQUIPMENT Kpinga, ragged clothing, various
tools, provisions and utilitarian items.

141
Regardless of the outcome, Itzel is still evidently Shortly afterwards they left the enclave they were ambushed
uncomfortable with the entire situation. As the characters and, seeing her companions subdued and captured, Itzel fled.
have time to gauge and interact with her, it is clear that she If questioned Itzel currently only has vague memories of the
is not from Llyhn and that none of the characters have ever attack and how she managed to get away.
encountered her particular race before. As she does not
speak Dariij she tries to communicate using hand signals,
body language, and possibly drawing in the mud.

The Arbiter is encouraged to let the first communication with


Itzel be conducted in this matter - but should allow players to
make Intellect rolls to catch the gist of her communication if
it is unclear. The characters can use esoteric means to gain a
clearer understanding of what she is trying to communicate.

Itzel asks for their help and tries to explain that she came to
this place with others from her village. She is not enlightened
and does not understand the Void and Void-travel. She
recounts that she and her companions were on a mission to
find other people and had entered a dark space as was told
about by the elders of her village. They had “swum” through
a midnight ocean for countless nights until they fell into this
frightening city several days ago.

Here they had come upon and tried to seek favour with the
Beggar King and his cronies. He acknowledged their pleas
but rejected them, ousting them from the enclave for reasons
unknown to Itzel.

FACTS OF ITZEL’S EXPLOITS IN LLYHN

The Beggar King wanted to use Itzel and her dignitary It should become clear to the characters that Itzel is from
companions for his own ends, and warmly welcomed a hitherto unknown settlement of humans on another
them to the Flea Palace. world. Furthermore, her settlement seemingly stems from
The day thereafter, a Wailing Vulture carried a a civilisation that has not been seen in Llyhn.
warning to him to turn them away or Beggars Court
would be razed. Depending on the motivations of the characters, there are
multiple ways the Arbiter can get the characters invested
The Beggar King is not aware who threatened him, in aiding her or at least getting her to the nearby Feeradani
but surmises that anyone wealthy or powerful enough enclave.
to have a trained Wailing Vulture could be a genuine
threat. If the players hesitate to get involved, the Arbiter may try
to encourage several possible motivations.
He turned them away and cast them out of the Flea
Palace. Soon after, as they wandered the streets COMPASSION: Itzel is clearly a fellow human in dire need,
of Kimah, they were attacked by Shrouded Izhrit and her companions might well still be alive.
gangers, and Itzel fled, fearing for her life and hoping
to find help to rescue her companions. GREED: The jade pieces and prospect of exploiting this
Her companions were not dead and the Shrouded settlement’s wealth and resources is an enticing incentive.
Izhrit gang, in turn, were hunted down by agents of
the Prince who “acquired” the delegates and brought STRATEGY: Establishing contact and building alliances with
them to his yacht from the Shrouded Izhrit lair in the a new settlement can benefit humanity and the characters
ruins under Kimah. substantially.

Itzel roamed the streets and hid in dark alleys until TRADE: This settlement might have resources and
she found out that another human enclave existed commodities unheard of in Llyhn and could be a considerable
in Shallowwater across the Margidda river. She source of wealth.
managed to book passage on an Abra and went in
search for the enclave. That is when she came upon FAVOUR: Helping one of the enclaves or others establishing
the funeral and recognised fellow humans. relations with the settlement could very well grant favour and
prestige among those in power.

142
EXPLORATION: Perhaps this settlement holds clues about
Earth and the cataclysm or has crucial knowledge or artefacts
from another civilisation of mankind?

GLORY: Discovering a perhaps new civilisation is the


epitome of triumph.

REWARD: Itzel will offer her valuable sculpted jade jewellery


and other riches later if this convinces the characters to help
her.

Should the character flat out refuse to help Itzel, she will
resort to stalking them while attempting to bribe, plead with
or threaten them.

Whatever motivates each character to get involved they


have to decide how to proceed. Itzel has three objectives
at this point: Either finding shelter while determining the
best course of action; or seeking further help in the nearby
enclave; or going to where she was ambushed to find out
what happened?

The characters can take their time to ponder their options,


question Itzel further, find Raham and inquire about
retrieving the body from the Ragged Catharsis, seek help or
advice, and so on.

143
Scene
Scene 33 ::
The
The Ragged Cat
Ragged C har si s
atharsis

The Ragged
If approached, Raham is desperate to get the body of his
deceased wife back. He is still terrified that her spirit will
haunt him if the proper burial rites are not performed.
However, he is even more afraid to approach the temple
of the Ragged Catharsis. He will not ask the characters to
help but will express his eternal gratitude should they offer
to do so.
Feerada will do nothing to help, nor will any other enclave
Synopsis member; anyone asked will warn the characters against
getting involved with the “Ragged” and try to discourage
any course of action involving them.

Should the characters decide to seek out the Ragged The Ragged Catharsis temple is located on the second
Catharsis temple in the Feeradani enclave, this scene details platform from the riverbank and compared to the
what happens. surrounding buildings, it is an imposing structure. Rising
two storeys above the platform, the temple is the only
stone structure in the entire enclave. It clearly predates the
NPC’s platform and any of the ramshackle structures that have been
erected around it.
It is made from blackened coral-rock found throughout
THE RAGGED ADHERENT: Only one adherent Llyhn. There are no windows in the building, and the only
present is seemingly in the temple as the characters entry seems to be a doorway on the side of the building - a
arrive. heavy timber door set inside a deep entryway with the tell-
tale wooden tags hanging from the ceiling, clacking against
each other when a rare breeze comes. In the centre of the
Location door is a heavy iron grill.

The only way for the characters to get inside or address the
The Feeradani enclave and the Ragged Catharsis temple - the Ragged Catharsis Adherents is through the door.
only structure on the riverbank built from stone rather than Depending on the characters’ actions during the burial, the
a wooden stilt structure. reception they get differs.

Notes

This is an “Arbitrary event” and only occurs if the characters


actively pursue the corpse of Tehmeena (or the other buried
acquaintance).

144
THE CHARACTERS INTERVENED

If the characters interfered with the Ragged Catharsis during


the burial, this is what happens.

There is no visible keyhole or latch in the door – nothing


the characters might try to bypass. If the characters knock,
nothing happens. When the characters begin to leave the
small grill in the door slides open.

Almost immediately, a rank smell seeps out from inside. It is


too dark to see through the grill but a gravelly voice booms
from inside: “They owe us their death! Have they come
to join the realm of awakened slumber or to offer an
exchange?”

Depending on how the characters choose to respond, the


Ragged Catharsis adherent might let them in and/or engage
in conversation. If the characters fear reprisals, the Adherent
might accept a deal that they swear fealty to the cult.

If they decide to work for the Ragged Catharsis, they have


A RAGGED DEBT and must perform assignments given by
the cult in exchange for no further consequences due to their
earlier discrepancies during the Burial scene.

A RAGGED DEBT

Suppose the characters – willingly or reluctantly


– receive a Ragged Debt, they are effectively in THE CHARACTERS DID NOT INTERFERE
servitude to the Ragged Catharsis.

The player(s) whose character receives a “RAGGED If the characters did not engage with the Ragged Catharsis
DEBT” must immediately note the “Owed during the burial, this occurs.
allegiance” background on their character sheet and
adhere to the rules for having such going forward. There is no visible keyhole or latch that the characters can
seek to pick, and if the characters knock, nothing happens.
In that case, they periodically receive assignments When the characters begin to leave the small grill in the
that they are required to fulfil on behalf of the cult. door slides open. Almost immediately, a rank smell seeps
Whether the characters reveal this fact to others and out from inside. It is too dark to see through the grill, and
how they respond to it is up to the players and the no one speaks from within.
Arbiter.
If the characters address whoever is presumably behind the
While this allegiance does not significantly affect the door, the response comes with a gravelly voice: “Why are
protagonists in this part of the campaign, it will have these vessels here? These vessels are not yet ready for
an impact later. descension.”

If the Arbiter sees fit, the Ragged Catharsis may give If requesting to retrieve Raham’s deceased wife, the response
the characters assignments during the campaign. will be something along the lines of: “They are not the
If so, the characters receive directives about the vessel’s blood,” or “The vessel is not descended yet.”
assignment by a horncrow envoy or otherwise
obscurely delivered message from the Ragged It is up to the Arbiter whether or not the characters can
Catharsis. negotiate or perhaps bribe their way into the temple.

Should the characters fail to complete the task or If they do, the door opens slightly, but no one is
outright ignore the directive, the consequences immediately inside. The stench of embalming fluids,
should be swift and decisive. The penalties can affect herbs, incense with an underlying tang of decay
the characters’ assets or resources, or perhaps allied permeates the inside of the building and sticks to the
NPCs that the protagonists cherish or depend upon. clothing.

145
As they make their way down a hallway, the characters must Unless they retreat, the characters are soon engulfed in
make a Stamina roll [7] or become woozy from the heavily choking smoke obscuring their vision. While shawls and other
scented and still air in the room [Apply “Dazed” from the kit covering the mouth and nose may grant bonuses, each
Delirium effects table]. character caught in the smoke must make a Stamina roll [10]
or suffer the following consequences:
Except for countless strings with the obscure wooden tags
hanging from the ceilings the antechamber only contains two
braziers with oddly smelling embers glowing slightly, a few
lidded clay jars on shelves containing the paste mentioned Brazier smoke effect
in the Burial scene, and a single Ragged Catharsis Adherent
standing in the middle of the room as if expecting the ROLL EFFECT
characters. Several corridors shrouded in gloom lead away 1-3: Suffer D3 choking damage
from the antechamber.
4: Suffer the Delirium effect “Dazed”
Addressing the characters, the same gravelly voice they 5: Suffer the Delirium effect “Raving”
heard before seems to originate and reverberate from every
6: Suffer the Delirium effect “Delusional”
corner of the room rather than from the draped figure in
the centre:

“They are applauded for joining to throw off the A critical failure results in the character falling unconscious.
shackles of their vessel and descend into the vastness
of the oblivious depths!” Should they choose to assault the Ragged Catharsis Adherent,
a gravelly cackling will be heard as he seeks to manifest the
The characters can hear the ominous sound of clacking “Prostrate” phenomenon on each character, hoping to hold
wooden tags approaching from the corridors of the room. each in place. Once pinned, he will advance on each of
them holding a censer to their face, and the last thing they
Abruptly the Adherent throws powder into each brazier, see before fainting is the wicker basket appearing out of the
and thick billowing smoke begins to fill the room drifting smoke and bearing down on them.
towards them.
To maintain the mystery of the Ragged Catharsis, there are
The door they entered through is still open behind them and four likely conclusions to the temple intrusion, as detailed
presents a clear route of escape. in the following section.

Ragged temple
1. HEAVY DOOR
2. GLOWING BRAZIERS
3 3. DAIS
4. STAIRS DOWN INTO DARKNESS

2 2

4 4

146 1
CONFRONTING THE ADHERENTS All affected characters will be at half Health (unless they had
lower scores when captured) and suffer from Phobia [Ragged
Catharsis] going forward. See page 151 in the core book.
TRIUMPH: The characters investigate the temple, confront,
and somehow dispose of the Adherent guardian in attendance Each character has a fresh randomly determined “crippling
only to find the premises oddly empty. injury” of severity 1-10. See page 142 in the core book.
The Arbiter can introduce further effects, horrifying
Their lack of findings indicates that the temple is either memories, such as a feeling of abject terror whenever they
a shell or front for something else or that esoteric forces think of the temple, or other consequences to haunt or
are at play within. However, the temple brings discomfort, motivate the characters.
nightmares, and physical decline in the form of random Void
emanations to anyone who resides there. ESCAPE: The characters manage to reach to open door and
flee the temple. As they exit the building the door slams
It is advised that the Arbiter either ensure that the Adherent shut behind them and the crackling voice is heard: “They
is killed in such a way as to make its features mangled and owe us their deaths!” The characters were perhaps able
unrecognisable. Alternatively, the face is scarred, disfigured, to grab some jars of paste in their flight but otherwise they
and covered in symbols drawn as to cause its species and are left emptyhanded.
origin to be unrecognisable.

KILLING A RAGGED ADHERENT

Killing a Ragged Catharsis Adherent and encroaching


upon the sanctum has severe consequences - not
only from the Ragged Catharsis, but possibly from
the Jinassar or the Cowl exacting reprisals and behalf
of the cult.

Repercussions might not hit the characters directly


but be aimed at the Feeradani enclave population
and grounds instead.

The Arbiter could have the Jinassar descend upon


and decimate the enclave; leaving the characters and
perhaps Raham as the only ones knowing the actual
cause and reason behind it.

CAUGHT: The characters get overwhelmed and captured


by the Ragged Catharsis Adherents. They are tortured and
intimidated, threatened and blackmailed into performing
services for the temple inhabitants. They become marked as
described in the Burial scene and have acquired a “RAGGED
DEBT” as noted earlier.

SUCCUMBING TO THE SMOKE: The characters faint and


- unknown to the players - horrific rituals are performed on
them over the coming days.

They wake up on the mudflats outside the enclave with


menacing symbols drawn permanently into their flesh and
no immediate recollection of what has occurred. If they
question people, they will realise that two days have passed
since they entered the temple.

147
Scene
Scene 44 ::
Help
H near by??
elp nearby

Synopsis Seeking help

If the characters seek formal help from the Feeradani enclave Should the characters decide to approach Feerada to get
and/or Rasha Galam before investigating the disappearance assistance to help Itzel she is unwilling to risk or waste
of the delegates and occurrences in Kimah they are met with resources. She is likely to grill them about the failed attempt
scepticism and must use diplomatic skills to garner support. to obtain help from Beggars Court if this is brought up.

However, the Arbiter can utilise any contacts the characters


NPC’s may have in the enclave to convey to the characters that
Feerada may be swayed if enough of her advisors can be
convinced about the prospects of doing so.
FEERADA: The supposedly Earth-born, despotic leader
of the Feeradani enclave. There are three advisors the characters can approach in
order to gain assistance and two of them will have to be
KÛN AZHAR: The leader of the Rasha Galam and convinced to persuade Feerada and gain access to enclave
councillor to Feerada. resources. Each advisor has his or her own agenda and goals
that must be satiated to gain their support.
AHU EZ: A Feeradani pureblood human, councillor
to Feerada.

REBU A’UL: Councillor to Feerada.


AHU EZ

Her primary objective is to increase the affluence of


Location the enclave; hence she is in favour of pursuing Itzel’s
compatriots and settlement.

THE FEERADANI ENCLAVE: Located near the docks in Her concern pertains to whether the settlement
Shallowwater, eight connected platforms in various states will be susceptible to influence or rulership by the
of disrepair support the regular residents’ dwellings, a few enclave.
workshops and storerooms, a smithy, a drinking den and
several fishing quays. She will ask about their numbers, military might,
members and other details and if she is convinced
that Itzel’s people will become a servile colony
Notes or protectorate to the Feeradani enclave she will
support the proposal.

The characters are free to interact with anyone in the enclave Ahu Ez is susceptible to oblique bribery.
and may be approached by Arshaka or other prominent
enclave members who note the presence of Itzel. Such
encounters can potentially underpin later interaction
regarding offers of assistance and other collaboration.
REBU A’UL:

He is protectionist and feels that the enclave shall


mind its own and not waste time or resources on
people who are incapable of helping themselves.

Only bribery or direct offer of fealty from the


settlement by means of Itzel will convince Rebu to
sponsor the scheme.

148
KÛN AZHAR

His primary objective is to safeguard the enclave, but


his past as a slave may be exploited by the characters.

If he can be convinced that helping Itzel will either


increase the security of the enclave or ensure that
they are not captured and sold into slavery, he will
endorse the scheme.

Kûn Azhar cannot be bribed, bought, or otherwise


convinced by corruption.

If the characters are successful in getting the backing of at


least two advisors, Feerada will accede and make resources
available to them.

The Arbiter should consider the characters’ requests


and only provide resources that will assist but not make
Kûn Azhar
the characters’ activities redundant, such as providing
information, equipment and the like.

149
Scene
Scene 55 ::
Trai
Traill gone
gone cold
co ld??
Synopsis

As the characters search for the site where Itzel claims that
she and her companions were ambushed, the party finds
one of the Shrouded Izhrit’s rigged ambush spots. They
potentially realise that this is not a one-time occurrence.

The characters are approached by Channa who knows about


the ambush and why the delegates were turned away by the
Beggar King. From there they find out that the Shrouded
Izhrit seizes people and drag them to their warren in archaic
crumbling ruins beneath Kimah.

NPC’s

ITZEL: The lost Ixlpian delegate looking for help to


rescue her companions.
CROSSING THE MARGIDDA RIVER
CHANNA: A human tramp of the Tattered gang. He
In order to get to the ambush site, the characters
has insightful information about Itzel’s encounter with
must cross the Margidda river from Dhaarese to
the Beggar King.
Kimah.

Unless the characters have access to a vessel or can


Location fly, they need to find someone to ferry them across.
Fishermen with boats can be found in or around the
enclave.
KIMAH: This district is the lowliest and most wretched of
Llyhn. Beggars, thugs, harlots, and cripples make up the bulk Barges and abras for hire are everywhere along the
of the populace, and there is a constant war of supremacy lower boards of the Wharves waiting to ferry goods
between rival gangs. and passengers across the river.
Kimah is a refuge for outcasts on an isolated mud-shoal
outside the city proper, which long ago developed into -
a slum and shantytown that gradually expanded until it
covered the entire island. It is up to the Arbiter whether to simply let the
characters cross or to introduce occurrences as the
characters roam the quays looking to find passage.
Notes
Depending on their conversational or commercial
skills the crossing will cost between 0-3 Dhin per
Soon after they land on Kimah, a wailing vulture will begin person and takes about half an hour.
to monitor the characters from the air wherever they go.
They may notice this but, as it keeps a safe distance, they Most Abras are available for hire for a half or full
are unable to do much about it other than try to evade day for 20 copper Dhins and 35 Dhins respectively.
and possibly lose it.
ARBITER’S NOTE: The Wharves and particularly
To indicate Itzel’s willingness to learn about her new the lower boards are packed with interesting locales
surroundings, she has managed to learn a few words of and prospective escapades for the characters to
low Dariij and can make herself more easily understood. experience (See pages 251-252 in the core book).
When Itzel communicates, the Arbiter can use two-to-
three simple word sentences to convey her meaning.

150
Landing in Kimah BEGGAR RUMOURS

• There are rumours that a new player is moving


As the group lands at a dock or on the Kimah riverbank, in on the turf traditionally held by other gangs.
they are instantly swamped by a group of beggars pleading • It is whispered that well-dressed outsiders are
for alms. roaming the alleys in secret, searching for
something or someone.
While the beggars are mostly Naqasti, Akak, Ba’Waikh and • It seems that the Akak who reside in the buried
possibly even a few urbane Aquzam pygmies, there may ruins under Kimah are being driven away.
possibly be some humans amongst them. • Rumour has it that someone has taken a
renewed interest in the buried ruins and is
The beggars can be dealt with any way the characters see sending crews of slaves to dig out the silt and
fit. Still, it should be noted that beggars tend to know the sludge to uncover something.
chatter of the area and are willing to share their insights if
adequately incentivised.

Kimah
1. AMBUSH SITE
2. SALVATION SQUARE
3. THE PESTILENCE
4. FLEA PALACE (BEGGARS COURT)
5. CRIPPLETOWN

151
Unlike the other streets and alleys the characters have seen in
FINDING THE AMBUSH SITE
Kimah, this sloped alleyway is strangely empty. After looking
around to ensure that no immediate peril lurks Itzel conveys
to the characters that she thinks this is the place of the assault
Itzel is unsure where she and her compatriots were and begins to walk around, seemingly looking for something.
assaulted, and she will inadvertently lead the characters on
a roundabout chase through Kimah in search of the place.
Read or paraphrase the following:
ITZEL’S RECOLLECTIONS
“As you meander through the decrepit alleys of Kimah,
you can see the towering silhouette of the monolith Seeing this place stirs Itzel’s memories, and she can
known as the Iconoclast rising from Salvation Square. recall more details about the attack. She tries to
The archaic, broken towers and domes of the Flea explain what she now remembers:
Palace are likewise noticeable above the ramshackle
clusters of mud-hovels and huts. Wherever you stray “After the Beggar King had rejected them, they
the despairing distress of the inhabitants is almost had left the Flea Palace looking for somewhere
palpable and the stink unbearable. Lining each and to spend the night. Roaming around the streets
every cluster and alley along your way cliques of one- in the twilight, someone called out to them,
copper harlots, gangers and beggars watch you pass luring them into this passage. As they moved in
with either poorly hidden desperation, greed or envy between the tiered hovels, several attackers had
as anxious residents hurry past with drooping heads.” jumped down from the surrounding buildings
armed with clubs and strange pole weapons
Along the way, the Arbiter can let the characters be with circular contraptions at their points.
accosted by gangers demanding payment for passage or One such contraption ensnared the neck
other extortion, let them snap up rumours from beggars or of her comrade, effectively rendering him
interact with the despondent residents of the district. incapacitated. Another delegate was hit over
the head and fell to the ground, bleeding
The Arbiter can either conceive an original gang to suit or profusely from an open wound in the scalp.
use one of the gangs known to inhabit Kimah, such as the Subsequently she fled down a side alley and
Sarraqum, the Naqah gang or even the Arche Puqnus. managed to lose her pursuers in the crowds of
a small nearby plaza.”

GANGS OF KIMAH

As gangers are not used to competent resistance The alleyway is one of several rigged ambush sites used
from non-gangers, it should be reasonably easy for repeatedly by the Shrouded Izhrit for catching potential
the characters to prevail in a violent encounter. slaves, grafting victims or people for ransom.
However, the Arbiter can opt to have the encounter
attract attention from ganger thug enforcers, posing Camouflaged barricades are moved into position, closing off
a more significant danger. escape routes from the alleyway and generating an effective
“kill zone” out of sight from the surrounding streets.
Details about the Sarraqum, Naqah gang, and Arche
Puqnus can be found in the Travelogue section or The victims are lured into the alleyway while Izhrit gangers
Core Rulebook. are positioned along hidden ledges atop the adjacent
buildings, ready to pounce on their unsuspecting victims
from above.

However long it takes the characters and Itzel to wind their Typically armed with man-catchers and clubs, the Izhrit seek
way through the district, they eventually find the location to incapacitate their victims as quickly as possible before
where she and the dignitaries were attacked. Relate the dragging them off to their underground hideout in the ruins
following as the characters and Itzel have passed through beneath Kimah.
a tight passage:
Glancing over the surroundings, the characters quickly realise
“Itzel stops dead in her tracks as she seemingly that the recurring rains have washed the ground, removing
recognises the narrow alleyway in a downslope any signs of a scuffle or attack.
ahead of you. That the alleyway is lower than the
surrounding streets could make it perfect for an A thorough search is required to potentially yield anything
ambush as the sheltered location keep unwanted useful. Each observation roll [7] or other relevant skill/ability
attention to a minimum. Itzel slowly walks roll will reveal one of the Ambush site observations.
forward, her eyes darting around as if she is afraid
that attackers are lurking nearby!”

152
2

2
2

THE AMBUSH SITE OBSERVATIONS

The ambush site • Seemingly inconspicuous nearby piles of debris


prove to be rather heftily constructed barricades.
1. THE AMBUSH “KILL ZONE” Each is placed so it can easily be repositioned to
2. HIDDEN STAIRS AND TRASH block one of the three narrow passages leading
PALISADES into or indeed out of the alleyway.
3. HIDDEN HOVEL ENTRANCE TO • Several of the grimy and misshapen huts and
THE BURIED WARRENS. hovels on either side have hidden steps built
into them, allowing someone to easily climb
*Channa is lurking wherever it suits up and perch on hidden ledges overlooking the
alleyway.
• By fluke, a character steps on something hard in
the muddy ground and finds a jade-piece buried
in the sludge. It is clearly of the same make and
origin as Itzel’s, confirming her notion that this
is the place of ambush.
• It seems odd that not a single window slit or
door in the surrounding buildings lead into the
alleyway.

153
QUESTIONING THE LOCALS THE TRAMP

Due to repeated rain showers, no tracks can be found During their search and possible inquiries, Channa – a tramp
indicating where victims might be hauled off to, leaving the from Beggars Court – has kept an eye on the characters and
characters oblivious. Itzel from afar, eagerly looking for an opportunity to make
contact.
Even though the local residents know full well the activities
taking place, getting useful information from them requires An observant character might spot him lurking about.
either harsh intimidation or hefty incentives as everyone is
afraid of the Shrouded Izhrit. As Channa realises he is detected he will try to wave the
characters over. If he is not spotted, Channa tries to contact
In social encounters, local residents inherently have a them by throwing small rocks at them to catch their attention
suspicious [10] or even adverse [13] susceptibility. Their without alerting the Wailing vulture soaring overhead or
poverty, however, makes them exceedingly receptive to anyone else.
copper Dhins or commodities hard to come by in Kimah -
shifting their susceptibility to cooperative [4]. Narrate or relate the following: “A ragged looking man
covered in nasty scars is staring at you with one eye.
The other eye is covered by a filthy and bloody rag,
wrapped around his head to keep the heavy dreadlocks
INFORMATION GLEANED FROM THE LOCALS away from his dark face. As he hobbles further into
the shadows of the nook he is hiding in, you notice
• An odd bazaar exists inside a crumbling temple that his left leg is cut off at the knee and replaced
ruin with its foundation buried in the mud. This with a peg leg. He keeps to the shadows as he waves
is where the Shrouded Izhrit takes its victims. at you to join him, while keeping a watchful eye on
• It is rumoured that there are entrances leading the sky and streets to ensure no one else sees him.”
to a secret part of the ruins beneath Kimah and
that the Shrouded Izhrit has its hideout there. If the characters approach Channa, he beckons them into
• Somewhere beneath the temple ruin is the main the small nook covered by a ragged canvas, shielding them
entrance to the warren of the Shrouded Izhrit. from view from the street as well as the sky.

He has recognised Itzel and is astonished to see her, not only


alive but returned. Channa is a fount of information. If his
motives are questioned, he will explain that the Beggar King
has disappointed his expectations and that he no longer has
faith in the enclave leadership.

154
CHANNA’S INSIGHTS

Channa is a tramp from “The Tattered”, a coalition


gang from Beggars Court. He knows the Beggar King
was initially thrilled about the arrival of Itzel and
her companions. (Channa suspects that the Beggar
King only saw them as an opportunity for wealth or
resources but has no tangible evidence to support
this.)

However, a Wailing Vulture arrived at the Flea


Palace shortly after Itzel and her companions were
taken to their temporary accommodation in the
enclave. Channa saw the vulture relay a message
to the Beggar King, whose demeanour immediately
changed.

Not long afterwards Channa learned that the


delegation had been expelled and he rushed to catch
up with them, but he caught up to them too late.
He explains that the Shrouded Izhrit gang uses this
alleyway and others to lure people so that they can
seize them.

During the attack, he saw that Itzel escaped


with several gangers on her heels. He was torn
between following her and staying to see what
happened to her companions.

He opted to remain with the companions as only


a few that make a run for it survive. He followed
the delegates at a distance as they were dragged into
a nearby building never to emerge again.

Since he returned to the Flea Palace, he noticed that


the Beggar King has seemed more paranoid and has
kept himself secluded.

Channa is primarily willing to offer insight and is hesitant to


get further involved for fear of the Shrouded Izhrit, the ire
of the Beggar King, and whoever sent the Wailing Vulture.

As such, his susceptibility is impartial [7]. Still, he can be


convinced to assist further and show the characters the hovel
where the delegates were taken.

CHANNA THE INFORMANT

Depending on the characters’ intentions and


persuasiveness Channa can be encouraged to help
further, although he risks the wrath of the Beggar
King for his disloyalty. His discontent with the Beggar
King may motivate him to become an informant. He
may offer to observe the affairs of the Beggars Court
enclave, or obtain information about the Shrouded
Izhrit and their dealings.
Channa is able to make further inquiries, explore
other matters or become an associate of the
characters as the Arbiter sees fit.

155
Scene
Scene 66 ::
Roaming around K
Roaming around Kimah
imah

Synopsis Location

If the characters have met Channa, they may rely on him KIMAH: This scene can take the characters across various
to lead them after the abductors to the hidden entrance in locations of the Kimah district depending on their approach.
the nearby hovel.

Suppose the characters refuse or forego the assistance or Notes


insights of Channa. In that case, there are several other ways
to learn about the Shrouded Izhrit and entrances to their
underground warren. This is a scene that revolves solely based on the behaviour
of the players. Therefore, the Arbiter should feel free to
If they decide to roam and explore Kimah, they may learn add encounters and introduce minor NPCs as the characters
more from local residents, rival gangs, or chatter brokers. explore the decrepit Kimah district.

NPC’s
Kimah
ITZEL: The lost Ixlpian delegate looking for help to
1. AMBUSH SITE
rescue her companions.
2. HOVEL ENTRANCE(S)
3. CATACOMB CRATER
CHANNA: A human tramp of the Tattered gang that
4. PRISON BACK ENTRANCE
can lead the characters to a hidden entrance into the
5. RAGGED CATHARSIS TEMPLE
buried warrens occupied by the Shrouded Izhrit.
ACCESS TUNNEL
6. UNDISCOVERED ENTRANCE VIA
THE FLEA PALACE CELLAR

3 2
5
1
2
6

156
They may also know about the clandestine trading the Izhrit
Investigations engages in and perhaps ways they can be infiltrated. Rival
gangs are uncompromising delinquents that respond to quid-
pro-quos or incentives benefitting them directly.
Should the characters opt to spend time roaming,
researching, or scrutinising the Shrouded Izhrit or other Arbiter recommendation: Characters seeking information via
matters before progressing there are many ways to glean this avenue can feasibly rely on persuasion, subterfuge and
information. bribes if they do not wish to become beholden to the gang
in the process.
Options include, but are not limited to, socialising with
the local population, purchasing information from chatter-
brokers and by fraternising with rival gangs that would only
be thrilled to frustrate and harm the Izhrit, especially by RIVAL GANG ASSISTANCE
proxy.
Speaking with rival gangs will furnish enough
information about the Shrouded Izhrit to reveal that
RESEARCHING THE SHROUDED IZHRIT there is an entrance to their Warrens connected to
the ruins beneath the crumbling temple.

The Arbiter can access information about the activities, PROCEED TO “CATACOMB CRATER”.
organisation, and prominent members of the Shrouded Izhrit
in the faction’s designated section of the Travelogue as well
as on page 284 of the Core Rulebook.
LOCAL RESIDENTS: These folks know about the inner
Not all of the Shrouded Izhrit’s activities are accessible workings of the gang, how the Izhrit keeps control in its
knowledge, so the characters are not likely to learn everything territory as well as the organisational hierarchy and who the
even if they consult all the available sources. various leaders are.

Arbiter recommendation: To get information from residents


CHATTER-BROKERS: These merchants of rumours and the characters need to gain their trust. An apt way to
gossip know intimate details about the leader and that the achieve this is by appealing to a (perceived) common cause
gang provide limbs for grafting to aristocrats, merchant or otherwise assure no treachery. In most cases, making
princes and other high-castes. The chatter-brokers know that it worthwhile for the resident is also essential for them to
the Shrouded Izhrit has restored sections of the buried ruins divulge secrets that could easily get them killed.
and can divulge details about some of the external chambers
and entrances for suitable amounts of coins.

Arbiter recommendation: Chatter-brokers cannot be swayed LOCAL RESIDENT’S ASSISTANCE


to part with information via social interaction alone.
Capabilities such as negotiation, haggling and commerce are Questioning inhabitants of the area will provide them
required. with information leading to the entrance connected
to the ruins beneath the crumbling temple.

PROCEED TO “CATACOMB CRATER”.


CHATTER BROKER ASSISTANCE

Procuring information from local chatter-brokers or OTHERS: Arbiters are free to introduce other avenues of
from other gangs can reveal a secret back-entrance obtaining information about the Shrouded Izhrit, catering
to the Izhrit lair. to the characters’ abilities or player style.
PROCEED TO “BURIED RUINS” PRISON BACK
ENTRANCE.

RIVAL GANGS: These thugs can reveal information about


the Shrouded Izhrit’s defences, where their goons are
patrolling and where there are weaknesses.

157
1

RESEARCHING THE BURIED RUINS

Should the characters wish to learn more about the buried


ruins beneath Kimah they may do so from various sources.

It is well-known in Kimah that some of the archaic structures 2


scattered around the district have corridors and stairways
leading down to buried ruins underneath.
It is also surmised that all of the non-flooded spaces in these
have long-since been explored and emptied of any valuables.

Most Cosmic beings do not feel comfortable down there, so


the buried ruins are predominantly occupied by the Akak
and a few other subterranean species.

Furthermore, the subterranean chambers are crawling with


Sludge rats and other more nefarious creatures that have
made their homes in the dank, dark hollows.

It is evident from the architecture and proportions of the


ruins that whoever built and lived in them no longer resides Hovel entrance
in Llyhn. It is rumoured that the original builders were the
Unseen Rulers, and certain scholars claim to have noted 1. AMBUSH SITE
similarities between the Morning Palace architecture and the 2. NEARBY HOVEL ENTRANCE
ruined remains.

Irrespective of where the truth lies, chatter-brokers are


always delighted to take money from reckless explorers
by propagating hard-to-disprove rumours about deeper THE HOVEL ENTRANCE
chambers filled with archaic treasures.

As all who venture into the darkness below tend to not If Channa is persuaded to help the characters, he will lead
come back or, if they do, refuse to talk about what they them to a nearby hovel where he saw the delegates being
have witnessed in the darkness, there are few to contradict herded into.
whatever tales are spun.
The hovel is a small, seemingly abandoned structure with a
It is possible for the characters to hire a local who knows at locked door being the only entrance. The lock can be picked
least some of the buried ruins to act as a guide for them. [7], or the door battered down [10], albeit the latter option
is likely to draw attention. The building is empty but holds
one of the multiple entrances to the buried ruins and can
lead the characters to the Shrouded Izhrit’s underground
BURIED RUIN RUMOURS warren.

• Gossip has it that in the buried ruins there Inside the hovel, towards the back, a peculiar corridor
are flooded tunnels leading to “unexplored” descends into the darkness. The steps leading down are tall
chambers. and oddly shaped with arbitrary depressions and protrusions,
• It is rumoured that more than sludge rats infest making it difficult to descend without concentrating.
the flooded areas in the ruins and the Arbiter
can reveal some of the potential monsters and Chaotic and (ostensibly) abstract mosaics cover the ceiling,
species the characters might encounter. This and a cold breeze wafts from the depths if the characters
includes but is not limited to Pulhu slugs, Cave male their way down.
Onu and Akak.
Going down the weirdly winding stairs takes approximately
15 minutes and is more a climb than a walk. As the
characters reach the last step, they find themselves staring
into what looks like a rather large half-flooded and crumbling
hall in the same architectural style as the corridor.

CONTINUE TO “BURIED RUINS” SECRET ENTRANCE.

158
2

Hovel entrance
1. HOVEL ENTRANCE
2. EXIT INTO THE BURIED RUINS

OBSERVATIONS IN THE CORRIDOR

• It is clear that this corridor was built for


creatures with significantly different physiology
than humans and most of the sentient species
inhabiting Llyhn.
• The carved stone of the walls looks archaic
while materials and craftmanship are distinctly
different from the surrounding architecture.
• The architectural style is similar to that of the
Flea Palace (this requires that the characters
know what the Flea Palace looks like) and other
ruins found around Kimah.
• As the glow of torches or oil lamps lightens
the ceiling, it reflects in different hues as if the
motifs would change depending on where the
light is held.

159
Scene
Scene 77 ::
Th
Thee C
Cata com b CCr
atacomb ate r
rater

Synopsis Location

In this scene the characters try to get access to the warrens CATACOMB CRATER AND COLLAPSED TEMPLE: This
of the Shrouded Izhrit through the main entrance inside archaic collapsed temple is the home to a disorganized
crumpling catacombs accessible through the crater caused gathering of thieves, beggars, and dregs, while the ruins of
by the cave-in. the caved-in catacomb has become a gathering of suppliers
of debased services and commodities.

NPC’s

AHAN-ARI-IMA-UUD: An Aq’Jarea stall vendor


selling balms, tonics, and various unguents in the
Catacomb Crater.

MSIALA: A Shirr proprietor of the Caradh’s Crypt


tavern in the Catacomb Crater. Catacomb Crater
TAMIRAT: An Ifrit tattoo and grafting purveyor with 1. CARADH’S CRYPT
a parlour in the Catacomb Crater. 2. TAMIRAT’S TATTOO PARLOUR
3. AHAN-ARI-IMA-UUD’S STALL
4. WARREN ENTRANCE(S)

4
3

160
Catacomb Crater TAMIRAT’S TATTOO PARLOUR (2)

The floor of the temple has collapsed and subsequently the What appears superficially to be a regular tattoo parlour is a
tiers of exposed rooms have been converted into a variety of Blood ritual temple. Several esoteric beings are manacled in
shops and stalls lining the crater edges and sides while some tiny cells in the back and repeatedly bled to provide potent
of the archaic chambers and hollows behind have become blood for ink. As victims are not killed the effects only last
brothels, tattoo dens, and parlours of the perverse. Further for a brief time, but still provide a boon to recipients.
details about the bazaar and its denizens can be found in the
Travelogue. The Shrouded Izhrit frequent the parlour to enhance their
capabilities before going on crucial raids. The tattoos serve
At one end of the crater two dilapidated corridors lead into doubly as honour badges to the members, illustrating their
the crumbling catacombs under the district. Both entrances prowess and achievements.
are guarded by incognito Shrouded Izhrit members. Denizens
and regulars of the bazaar know full-well that those tunnels The owner is a powerful Ifrit named Tamirat. He appears
are off-limits and instinctively turn a blind eye to any in various guises depending on his mood but tends to retain
activities committed by the Izhrit who hold sway in this area dark red skin irrespective of his form.
of the district. “Better turn a blind eye than lose yer real eye,
eh?” as residents often say.

While a few vendors are listed, the Arbiter can allocate the TATTOO PARLOUR INFORMATION
variety of shops and service providers in the crumbling rooms
as convenient and needed. A good place for the characters • Tamirat will not admit that he deals with the
to scrounge information is Caradh’s Crypt, although they Shrouded Izhrit but might let slip that he has
have to be careful about who they talk to. been inside the Warrens.
• He can refer the characters to gang members
drinking in Caradh’s Crypt if they insist.
CARADH’S CRYPT (1)

This gaudily decorated former crypt is a lively tap hall with AHAN-ARI-IMA-UUD’S STALL (3)
the multiple burial alcoves converted into private booths for
patrons. Almost three quarters of the former crypt remains,
making it the largest single room still intact in the crater.
An Aq’Jarea merchant named Ahan-Ari-Ima-Uud frequently
sets up a small stall from where he sells balms, tonics, and
A bar with numerous kegs at the back keeps the patrons
various unguents to advance recovery and induce a variety
satiated with beverages at all hours. The proprietor is a Shirr
of effects. His stall is always distinguishable by the three large
named Msiala who supposedly took over the establishment
Nathaliin fastened to poles behind it.
from whoever Caradh was.
Uud stocks most common types of poisons and remedial
Although this is a place for rumourmongering, and one of
materials and can acquire even rare variants with a bit of
the liveliest places in all of Kimah, the nearby presence of the
forewarning. He will sell anything he stocks with no questions
Shrouded Izhrit means that any investigation into the gang is
asked and even provide useful tips on how to apply each to
likely to be reported back to them.
achieve the utmost efficiency heedlessly of whether it is for
healing or causing injury.
The beer brewed here is sludge on par with every other
drinking hole in the district. However, the fact that Msiala
ensures that the brew is not watered down ensures its
popularity.
AHAN-ARI-IMA-UUD’S INFORMATION

• If bribed or otherwise motivated Uud may


CARADH’S CRYPT INFORMATION reveal the disguised Shrouded Izhrit members
guarding the Warren entrance.
• Tamirat deals with the Shrouded Izhrit: They
provide him with subjects for his blood inking.
• Several Shrouded Izhrit members drink here and
might reveal information about the Warrens if
properly “lubricated”.

161
THE WARREN ENTRANCES (4)

Two separate corridors lead into the underground from the


Catacomb Crater.

A makeshift stall – manned by Shrouded Izhrit proponents


– blocks each from obvious view, and both entrances appear
unused. By creating disruption or other distractions the
characters are able to sneak past [7] and enter either of the
seemingly abandoned tunnels.

The ground alternates between the remains of the original


temple floors and more recent silt or rock debris. Tracks
and footprints in the corridors indicate they are in fact used
often. Luminescent algae found inside somewhat lighten the
tunnels.

Several larger spaces with protruding walls from the buried


temple structures may be found along each path. Sludge
rats and other vermin that scuttle away at the characters’
approach have made their nests here. A couple of side
tunnels end abruptly when archaic walls block them.

Depending on which corridor the characters are using they


arrive either at THE AKAK COLONY or directly at the THE
SHROUDED IZHRIT LAIR ENTRANCE.

You think your


life has value?
it does not!
but your death might...
- the Shrouded Izhrit
162
163
Scene
Scene 88 ::
The
The Buri ed Ruins
Buried Ruins
Synopsis
VOID TRACES IN THE DEPTHS

The characters enter the ruins beneath Kimah to infiltrate or As the characters enter an underground area where
sneak into the Shrouded Izhrit lair. buried ruins are present, the Arbiter rolls a D3-
severity Void emanation impact for each player.
The Prince and his troops have recently raided the lair and
fled with two out of three delegates, leaving the maddened As the characters move about the Shrouded Izhrits
Xitl behind. lair, a new roll must be made for each room they
enter. Should the characters get near the stairs
The characters find the lair in an uproar. The perimeter has leading further down into the lair (room 7), the
been breached, and the Shrouded Izhrit is preparing for war. severity is increased to D6.
In the confusion, the characters find the maddened Xitl, one
of their parents and Maly – an Oord merchant – in cages.
Each can reveal information about what happened.
SHROUDED IZHRIT CAPTIVES

NPC’s Any captured Shrouded Izhrit member might divulge


some or all of the following information to the
characters.
ITZEL: The lost delegate from the human settlement
of Ixlpa. • The lair was set upon by trained killers that
killed at least 10 gangers. They captured one,
XITL: A witless human delegate from the settlement of but she died under torture without revealing
Ixlpa found in the Shrouded Izhrit warrens. anything about who sent them.
• The killers only released a few human prisoners
MALY: An Oord merchant captured by the Shrouded and took nothing of value.
Izhrit and kept in a cage in their warrens. • The Domina has ordered that defences be built,
that the culprits be found and for everyone to
CHANNA or any HIRED GUIDE: Any NPC who prepare for full-scale war.
might be leading the characters into the Warrens. • The killers do not resemble any known gang and
must be either outsiders or hired mercenaries.
The fact that no other gang is bragging about
Location the occurrence implies that a new local player or
an outside player has entered the game.

THE BURIED RUINS: The Shrouded Izhrit Warrens are a


blend of natural caverns and crumbling remnants of archaic
structures. Decaying walls put together at odd angles and
with peculiar proportions protrude from the natural dirt and
rock walls of the subterranean warren. Strange alcoves seem
to have been randomly set into the walls.

Notes

If the characters venture outside the noted areas, the


Arbiter is free to create arbitrary encounters with wildlife
or sentient species lurking in the dark corners of the
ruins.

164
The Buried Ruins
1. CATACOMB CRATER ENTRANCE
2. HOVEL ENTRANCE (ambush site)
3. PRISON BACK ENTRANCE
4. RAGGED CATHARSIS TEMPLE
ACCESS TUNNEL
3 5. UNDISCOVERED ENTRANCE VIA
THE FLEA PALACE
6. THE AKAK COLONY
7. CAVERN
8. ENTRANCE CHAMBER
9. STORAGE ROOM
10. HALLWAY
19 11. BARRACKS & KITCHEN
12. HOLDING PENS
13. CAGES
16 14. THE MAIN HALL
15. THE SEMI-FLOODED GREAT HALL
16. AMBUSH CORRIDOR
13
17. ACCESS TUNNEL
18. UNEXPLORED TUNNELS
1 12 19. THE PRISON BACK ENTRANCE

11
7
1 14
10
8 17 4
9 15

18
2

TRAVERSING FLOODED TUNNELS

In the buried ruins there are several flooded tunnels


that the characters can swim through to gain access
to other rooms.

Because of the darkness and irregular tunnels an easy


[4] Awareness, Navigation or similar roll is required
to swim between rooms.

A failed roll means the character either ends up


where they started or that it takes longer to get
through, increasing the risk of drowning.

165
THE AKAK COLONY (6)

This cave is predominantly natural rock and hardened


silt. Here and there the archaic ruins protrude from the
surrounding silt walls. Half the chamber is flooded by muddy
water, and scattered patches of luminescent Noctiluma algae
reflected in the pool cast a hazy greenish light across the
cavern.

An Akak pack of 15-20 individuals inhabit the cavern.


The pack has an arrangement with the Shrouded Izhrit and
sometimes function as scouts or spies for the gang in return
for food. This food is occasionally the carcasses of dead
prisoners or slaves from the Shrouded Izhrit cages.

As the characters enter the cave, the pack is feasting on a


carcass laying close to the water’s edge. The dead body is a
member of the Shrouded Izhrit killed in the assault by the
Prince and dragged from the warren to the cave by a semi-
flooded tunnel - unknown to the Izhrit - connecting the two.
How characters approach and enter the cave affects how
the Akak react: AKAK KNOWLEDGE
SURPRISE ENTRY: The Akak will jump up and flee into the The pack has extensive knowledge which could be
water, where they will remain until they ascertain whether helpful to the characters, but they do no volunteer
the characters are a threat or not. If they consider the this. The characters must ask the right questions.
characters to be a threat, they will flee via the flooded tunnel
into area 8 and try to warn the Shrouded Izhrit. • They know that the underwater lake in the
Shrouded Izhrit is connected to the broader
NORMAL APPROACH: The Akak will stay in a group near cave system, including where the Prince’s
the water’s edge. Expecting the party to be members of the minions came in.
Shrouded Izhrit - and unable to tell the difference – they • They saw the Prince’s minions and followed
will ignore the characters unless approached or spoken to. them as they escaped. They can lead the
characters through the caves to where the
STEALTHY APPROACH: As the characters peek in, they delegates were taken. This requires that the
can see the group of Akak gathered in the middle of the cave characters find out that they know this and that
close to the water’s edge, gorging themselves on something they are offered hefty incentives.
on the ground. • They know that the caverns are connected to
the basement of the Flea Palace.
The Akak are easy to scare off but difficult to attract and • They know of passages more rooted into the
interact with. Any social interaction attempt will initially have ruins but do not dare venture there.
a suspicious susceptibility [10] although various incentives
such as treats grant bonuses.

The characters might notice that one of the Akak has In its gibbering and broken low Dariij the Akak liaison can
coloured ribbons tied to its arms, but unless they are familiar convey the following information:
with Akak customs, they do not know that this means it is
known to interact with other sentient species. Although it • Some time ago a great ruckus occurred in the Shrouded
is not considered a leader in the pack, this creature speaks Izhrit warren.
Low Dariij brokenly and can converse with the characters. • Many dead, much feasting.

The liaison Akak will assume that they belong to the An observant or intuitive character can detect that the Akak
Shrouded Izhrit and thank them for the last feast. Should know more than they are divulging. All characters can make
the characters catch on and pretend to be gang members, a demanding [13] basic Awareness roll to get the notion that
the Akak will reveal any information it has, but should there might be more information to be gleaned from these
it become suspicious it is likely to flee and seek to warn seemingly simple creatures. Actively or Esoterically detecting
the Shrouded Izhrit. concealed knowledge is challenging [10] difficulty.

166
Should the characters see the carcass they will realise that it is
the grisly leftovers of a sentient being. Characters must make OBSERVATIONS IN THE CAVERN
a Stamina roll [4] or become violently ill at the disgusting
sight. • The ceiling is covered in stalactites. Observant
characters might spot that some of them seem
If the encounter is resolved amicably, the Akak will ignore to be hollow. Characters with the survival, lore
the characters and readily let them proceed. If the characters about creatures, Kimah or something similar
resort to violence, the Akak will respond in kind but easily might deduce [4] that these are possibly
be scared off. If the characters act in a threatening manner, deserted Onu nests. More information about
the Akak will retreat into the water and remain there, while the Onu species can be found in the bestiary.
sending the liaison Akak to warn the shrouded Izhrit. • Several smaller indents riddle the wall looking
like decorative parts of the architecture, but
they are actually openings through the wall. An
CAVERN (7) agile or acrobatic character can climb the wall
[10] to peek through into rooms 4 and 5. A
normal-sized human would be able to squeeze
As the characters enter the cavern read or paraphrase the through [4] and get into these rooms.
following: • Characters with alternative senses or Void
sensitivity may notice another pattern on the
“As you look into the large cavern, you immediately walls that regular human senses would not pick
notice the large wall dominating one side of it. It up from the mosaics and apparent shapes.
looks as if the cave has formed around an existing Characters with these capabilities may make a
structure or perhaps the earth swallowed or flooded roll [7] to see that the mosaic walls are more
the building leaving only parts of it accessible through than just decorative; they form images. Not
this cave. the entire image is visible because of the wall’s
immersion with the surrounding cave. Still, it is
Oddly shaped indents, alcoves and buttresses are evident that several gigantic figures are depicted
covered in greyish-white mosaics that seem to change with a multitude of smaller figures crowded by
hues as you look at them. their feet as if in a scene of worship.

An earthen ramp leads up from the cave floor to an


opening which you get the sense was not meant as a
doorway, but now functions as one.

An odour of stale water with a faintly metallic after


smell seems to come from inside the structure. It is
noticeably colder down here than you are used to in
the Eternal City.”

No guards or gate bar the entrance but a light shine from


16
within the opening and voices can be heard. 13

12

11
7
14
10

9 15 17

167
ENTRANCE CHAMBER (8) STORAGE ROOM (9)

As the characters look inside the chamber, they are struck Several voices can clearly be heard from inside this room.
by the odd proportions that permeate everything about the The conversation seems to be in a mix of dialects such as
structure. Low Dariij, Je’ehl and Talath.

There is no sense of uniformity or balance to the construction, The space is used for storage. Many crates and barrels are
but it seems clear that this is intentional and not the mark stacked high on top of each other along two walls. Along the
of bad craftsmanship. third wall, close to the opening into the entrance chamber,
The chamber ceiling is seven metres above the floor and is is an uneven pile covered with a tarp. The dark puddles seen
riddled with the same swirling mosaic patterns, indents, and in the previous rooms have oozed from beneath this pile.
protrusions as the walls.
The metallic malodour, mixed with the distinct sweetness of
Inside, the undulating and swirling shapes quickly cause decay, is rank here, and flies are buzzing above the stained
sensitive people a sensation best described as seasickness. canvas. Looking closer, several feet and hands poke out from
All characters must make an Intellect roll [4] to convince under the tarp, denoting the grisly truth of what is covered.
their brain and senses that the room is not spinning and
moving around them. Three gangers stand close to the pile having a disagreement
A failed roll means they become queasy and suffer a -1 about the remnants of their former comrades. One argues
penalty to all Agility, Awareness, and Intellect-based actions that they should feed them to the Akak, another that they let
while they remain inside the structure. the slaves carry them to the nearest Ragged Catharsis temple
as an offering, while the third suggests dumping them in the
Inside the opening, a wooden stair gives easy access to the river so that no one will know what happened.
floor. Sparse furniture, including a small table, and several
turned over stools, indicate this chamber is used as a guard As their argument continues, a fourth ganger walks in from
room by the latest inhabitants. the adjacent hall and changes the subject of the conversation.
The characters can overhear the conversation and pick up
A few lit braziers are placed along the walls to provide light the points:
and a bit of warmth in the otherwise cool room.
• The gangers recount that the recent attack was carried
The characters might notice several dark puddles on the out by highly trained assassins who clearly targeted the
floor in the doorway leading into the next chamber, and the cells.
metallic smell seems to be stronger in that direction as well. • The intruders didn’t bother to go into the dungeon.
Apart from that, the chamber is vacant. Either they didn’t know what or who we’ve got down
there, or they had specific instructions?
• They also wonder why the intruders only took some of
the humans captive.
OBSERVATIONS IN THE ENTRANCE CHAMBER
A barked order shouted from further inside the complex
• Should they choose to investigate the stains, interrupts them, and they run out. As they leave the room,
they are clearly blood. A character with the one of the passing gangers gives a hard kick to a figure
anatomy skill would be able to determine that similarly draped in canvas but lying on a low bench separately
none of it is human. from the others. The room is left empty.
• The knocked over furniture could indicate that
a scuffle or rush out of the room has occurred. The crates and barrels hold a variety of common items such
as foodstuffs, lamp oil, cloth, and so on. The characters
might find some reasonably valuable items in the storage,
but this is clearly not where the gang keeps their precious
contraband and wares.

The Arbiter can choose or roll randomly among the


“uncommon” items on the assorted items & goods table
(core book page 77) to determine what rummaging
characters find.

168
FINDINGS IN THE STORAGE ROOM
death is our Craft
• The corpses under the tarp are the dead
Shrouded Izhrit gangers killed in the assault by we
and are
the prince. A total of seven corpses lie there.
Investigating them require a Stamina roll [7]
to avoid nausea unless the character is used
adepts!
to handling dead bodies. Characters with the
anatomy skill can determine that they were
- Sisters of Wailu
killed within the last one to three days. They
belong to a variety of species including Talath,
Ba’Waikh and several the characters do not
know. The characters might note that several
of them died with their throats slit or stabs in
the back, indicating a sneak attack.

• The figure separate from the others is a female


Je’ehl with her horns cut and filed short. What
is left of her clothes are high-quality garments
stitched from patches of dark grey, brown, and
black cloth to blend in well with shadows. It is
evident from her numerous scars that she was
battle-hardened, but the multiple shallow fresh
wounds suggest that she did not die quickly
nor in battle. The characters can spot a subtle
tattoo on her arm. Characters involved in Those
who would be Gods can possibly recognise the
resemblance with the Darkened Sun tattoo.

169
HALLWAY (10)
Shrouded Izhrit guard

This unlit hall is empty but allows a clear view into the WEAPONS Mace (+3)
surrounding chambers and the hall. The characters can sneak REACH Adjacent (1)
across or along the walls without attracting attention from
ATT SPEED 0
the training gangers and working slaves in the adjacent hall
(see: The Main Hall) but will have to avoid the attention of DMG D12 (knockdown)
the lone guard stationed at the entrance to the cells. HEALTH 24

The bored guard is either asleep, preoccupied or looking into DV 8


the cell rooms, making it easy [4] for the characters to get PROTECTION 2
close without detection. SPECIAL Tattoo of the shroud [+1 to hiding]
Use the regular profile for a Shrouded Izhrit ganger. If caught EQUIPMENT Mace, dagger, studded leather
and interrogated, the guard is surprisingly conversant and armour and valuables (3D6 Dhin).
can be pushed to divulge information by using persuasion,
intimidation or other similar means [4]. To add to this encounter, the Arbiter can introduce a moral
dilemma by letting the ganger guard beg for her life, pleading
While the characters can try any means available to them with the characters to let her flee so that she can escape the
to get her to talk only intimidation or harsher methods can wrath of the gang for snitching.
succeed - requiring a successful opposed skill roll versus her
Willpower to glean any information. If the characters let her escape while they are still in the
lair, she will betray them and rally the Shrouded Izhrit. If
they take her with them to be released later, she will simply
disappear.
INTERROGATING THE GUARD

The ganger guard speaks reluctantly in a rough,


crude manner. However, as she divulges more and
BARRACKS & KITCHEN (11)
more her demeanour changes, realising that her gang
will murder her if they discover her tattling.
Thirteen bunks, chests and side tables indicate that this is a
• Three male humans were brought in a few days barracks. In a corner, a small brazier and table surrounded
ago. They carried riches so they must have been by pots and pans indicate that food is prepared here as well.
important. The room is otherwise empty.
• They held four humans in the cells. Two were
clearly left behind by the intruders: An old If searched, the chests contain a variety of common items, a
human used as a servant (one of the character’s few daggers and such. A rack at the back of the room holds
parents) the other is a foreign looking human five man-catchers and a variety of clubs that Itzel might
who has gone witless (Xitl, the delegate who recognise from the ambush if she is with the characters.
has gone mad).
• The guard managed to survive the attack (by
fleeing) and saw the attackers. They came from HOLDING PENS (12)
the flooded area outside the lair. There were at
least ten of them, and they moved like trained
killers. These were not from any gang found in Read or paraphrase the following: “As you look into the
Kimah. lengthy chamber, you see pens with neck-manacles
• She might speculate if an unintentional bolted into heavy stones placed on the ground lining
provocation to some high-caste in Penda’Rinn or the walls. Despite the high ceiling and cold, the stench
Khameeliya had spurred the attack but conclude of urine and faeces hangs about each pen. Straw litters
that that makes little sense since the intruders the floor, much like in a stable and buckets for waste
only took two humans and left the high-caste. are placed at intervals. All the pens are empty. At the
Also, they didn’t go into the dungeon where the far end, a cage is dimly lit by a nearby oil lamp. Inside
loot and “it” is held… the cage, a small huddled figure is visible.”

(The dungeons of the lower Warrens are not explored in this As the huddled figure notices someone other than its
campaign and the last point is only meant as a mysterious teaser)
tormentors entering the chamber, it perks up and if
approached gets to its feet. The characters might recognise
it as an Oord.

170
It is evident that – although soiled and stained – its attire
is elegant and expensive and its High Dariij dialect denotes
that this prisoner is high-caste or possibly even aristocratic.

The Oord prisoner – who introduces itself as Maly – will


quickly seek to gauge whether the characters are a threat,
or it has a chance of freedom.

It will address the characters in a high-pitched and quivering


voice to engage them in conversation. Despite its obvious
distress, the Oord prisoner retains a certain arrogance and
naturally assumes it will be set free by these “lowly” beings.

It does not know what humans are but recognises that it has
seen similar beings held captive here, so it assumes them to
be sentient.

If the characters do not immediately release it, it proclaims


to have information about the humans that were captured
and seek to entice them to release it, promising wealth,
influence and knowledge in exchange.
CAGES (13)

MALY (OORD MERCHANT) ENCOUNTER This location can be accessed either via the guarded entrance
in the lair (10) or through the flooded Onu cavern and
GOAL: The high-caste Oord wants to be set free prison back entrance (3).
and secure passage to Khameeliya.
OFFERS: The Oord is a merchant at heart and will This chamber is lined with cells able to hold several prisoners
negotiate one or more of the below deals to attain each. One cage has been bashed open, and the cell door
freedom. is hanging crookedly off its hinges. Inside a lone figure sits
huddled staring into the back wall, rocking back and forth.
• Information about the delegation: Although The other cells appear intact and hold several Im’zu and
the humans were kept at the other end, the Aquzam prisoners inside each. These slaves are all either
Oord could tell that they were interrogated. As too weak or small to actively participate in the construction
they were unable to speak Dariij or any other taking place by the great hall.
tongue spoken by the Shrouded Izhrit, the gang At the far end of the chamber, a barred cavity in the rock
resorted to Mystical means to gain information. wall is visible. A small gate with a primitive lock on the inside
This apparently drove one of the prisoners mad. seems to suggest that the bars are there to keep whatever
• The Oord is offended that the intruders ignored might be on the other side out, rather than keeping the
him and went directly for the human prisoners. prisoners in.
When they realised that one was deranged,
and the old person (the parent) was not part If Itzel is there, she instantly recognises Xitl inside the cage. If
of the delegation, they left them behind. The she is not, the characters have likely been given a description
delegate were drugged and carried out. The to recognise each of the delegates.
three intruders the Oord saw were all Je’ehl
females with their horns sawed off. Xitl sits at the bottom of the cage, unmoving and mewling.
• The Oord has a Medium Dhow Void vessel Notably, his cage is open, but he has made no attempt
and is willing to take the characters to one to escape, nor have the gang taken any explicit action to
(reasonable) destination. retain or remove him. He has become raving mad from the
• Readily available assets worth 3.000 copper mental invasion perpetrated by the Shrouded Izhrit Mystics
Dhins are part of the negotiation. The only issue and has not moved since. The sight of Itzel or getting
is that it is in its home in Khameeliya. addressed by the characters sparks fleeting moments of
• (Threat) The merchant will threaten to call out, near-lucidness in him.
alerting the guards if it is not released.
• Releasing and helping the Oord will gain the If Itzel is there, she reacts with horror and sadness,
characters a point of Wastah. Leaving him in crying and cradling him in her arms, whispering soothing
the cell will make him a recurring antagonist. words to him. The mindless Xitl tries to speak to her,
but nothing intelligible emerges.

171
THE PARENT: Held inside one of the cages is the parent of
one of the characters. They were taken captive a while ago THE PARENT’S KNOWLEDGE
without the character’s knowledge. As noted in the character
backstory section, the Arbiter can either decide or randomise • They were taken by the Shrouded Izhrit several
whose parent it is. months ago. The gang tried to sell them, but
no one wanted to buy an old, weak human like
Read or summarise the following: “It is difficult to this, so they kept and used them as a servant.
distinguish prisoners in the cages to either side of As a result, the parent has gained a decent idea
you but as you walk past, someone in the second of the layout of most of the lair.
cage on the left stirs and begins to rise. You hear • Not too long ago, three humans had been
a faint shriek as an old human throws themself at brought to the cage next to theirs. Clearly
the cage side, reaching a grubby and emaciated arm dressed in finery and with visible jewellery,
towards you between the bars. Their hair is a tangled they were stripped of valuables and harshly
mess, and the face is covered with soot and grime but questioned. Unable or unwilling to speak a
[insert character name] in the dim light you recognise known language the gang Domina had come and
the countenance of your [mother/father]!” used her Mystic powers to glean information
directly from their minds. She did not care
Should the characters decide to try and break the parent whether this hurt them, and one was indeed
out the prisoners in the cage want to be let out as well. driven to madness in the process.
Unless the characters manage the situation, scuffles and • The Domina is a towering golden-skinned being
shouting might ensue, potentially drawing the attention of with three faces, white eyes and six arms.
the Shrouded Izhrit in the nearby hall. Prisoners in the other (Characters with lore skill about Esoteric Beings
cages will notice that something is going on and likewise might recognise this as an Asura)
demand to be released. • The parent had attempted to talk to them
but could not understand their language or
This situation will need to be handled carefully by the attempts to communicate. (If Itzel is there, the
characters, demanding mental or social actions to keep the character’s parent can see the resemblance)
prisoners calm and quiet. Applicable skills are Socialise, • A few days ago, the parent woke up as several
Intimidation, Subterfuge and similar. The difficulty will intruders entered the cage chamber and very
range from average [7] to hard [16] depending on how intently headed for the cage holding the three
agitated the prisoners have become because of the characters human delegates. They quickly broke the door
conduct. pulling out all three. Using a powder they
drugged the two lucid delegates but - upon
Only the gang slave handlers have keys to the cages so to realising his deranged state - tossed pitiful Xitl
free the prisoners the characters need to break into them, back as a useless rag. Throwing the remaining
requiring either picking the locks [10] or a demanding [13] two over their shoulders, they retreated,
Strength roll to bend the bars or somehow dismantle the callously killing any gang members that tried
cage. The cages can be broken with force [Health 60], but to block their escape. As an afterthought, the
this is likely to cause noise, attracting attention as weapons parent notes that the intruders were dripping
or tools strike the metal bars. wet as if they had recently been underwater.

Once the parent is out and has been calmed down after
the ordeal, they can be questioned. Depending on what the
characters have done with regards to the remaining prisoners,
they might still be a factor to contend with.
ARBITER’S NOTE

If the characters have completed “Those who would


be Gods”, the parent has the tattoo of the twelve-
rayed sun and can reveal information about the cult:
THE BARRED CAVERN: The bars at the back are rusty but
solid. Only a simple latch lock which can be opened from Their late spouse was from another world and
the inside keeps the gate closed. spoke about a human colony serving a God
from ancient Earth. They met in Llyhn and were
The grotto stretching into the darkness is semi-flooded, inducted into the Darkened Sun sect by association.
and something can be heard scuttling about in the dark
if the characters open the gate. The prisoners will warn The sect believed that calling upon the Mindless
that the bars are there to keep dangerous creatures out. Ghostly Abominations could help them find back to
Earth, but Telal interfered and murdered the others,
Leaving this way leads to the “PRISON BACK and only the parent managed to escape.
ENTRANCE (3)”.

172
THE MAIN HALL (14) THE SEMI-FLOODED GREAT HALL (15)

Recite or summarise the following: “As you glance down Only a slim stretch of this room is not flooded. Several
into the vast hall, you see several groups of gang gangplanks have been laid onto the water at one end; judging
members training with various weaponry. Other by the stench they are used as latrines.
gangers are directing crews of Naqasti, Aquzam and
even Talath slaves trudging back and forth between Luminescent algae grow on the cavern walls, somewhat
a wide stairway built into the back wall and a semi- illuminating the underground lake submerging most of the
flooded great hall to the right constructing some sort remnants of the great hall. The slaves are constructing stone
of fortification.” palisades abutting the water to repel future assaults from
this angle.
Because of the surprise assault, the Shrouded Izhrit
have realised that they have become complacent and The hall ceiling has gradually collapsed and reaches
overconfident in their position of authority in Kimah. the surface of the still water about 40 metres out. The
occasional ripple suggests that some creatures have made
Clearly, another power in Llyhn means to challenge them, this underground pool their home.
and they will not be taken unawares again. All able-bodied
slaves have been conscripted from the pens and cages to Slave crews are continually working on the construction,
participate in the construction, which is why only weak or making it tricky for the characters to get close without
disabled slaves could be found in the prison section. getting spotted from the direction of the hall.

At least fifteen hardy and heavily armed gang members are The characters can try to swim through any of the tunnels
training in the hall while close to fifty slaves toil under the leading out of the cave. As shown on the map, one tunnel
whips of five slave handlers. leads to the Prince’s minions’ entrance, one leads to the
Akak cave while a third leads to the Flea Palace via a hitherto
All are focused on their work at hand, but should the unexplored part of the ruins.
characters manage to draw their attention, the gang members 16
will immediately attack them full force.

All gangers use the “Shrouded Izhrit ganger” profile.

14

17

15

Shrouded Izhrit ganger


WEAPONS Mancatcher (+3) / Battle axe (+3)
REACH Near (3) / Adjacent (2)
ATT SPEED 0
DMG D4 (entangle/pinning) / 2D6+1
ARBITER’S NOTE
HEALTH 24
DV 8 The Prince’s minions accessed the lair via a
submerged tunnel into the lake. The lake, previously
PROTECTION 0 unknown to the Shrouded Izhrit, is connected to the
SPECIAL Tattoo of the shroud [+1 to hiding] wider cave system via several underwater channels.
EQUIPMENT Several weapons each, studded or
padded leather armour and some The Akak were aware of the connection but did not
valuables. Some Talath gangers are share this information with the Shrouded Izhrit for
armed with great swords or axes. their own reasons.

173
The Prince’s minions are long gone, and the Ragged
AMBUSH CORRIDOR (16)
Adherents rarely use the building, so the characters can leave
it without further ado. Observant characters will realise that
the building is connected to a substantial Ragged Catharsis
This semi-collapsed room looks to have been grand, but temple as they travel into the alleys of Kimah.
rubble and debris litter the ornate floor. An excavated tunnel
leads to another of the Shrouded Izhrit’s ambush sites.

If the characters follow the corridor to its entry-point, they


will emerge in a small hovel close to the riverbank towards
Dhaarese.

This tunnel is infested with sludge rats that might lash out at
the characters if disturbed.

ACCESS TUNNEL (17)

As the characters emerge from the water into a wide cavern.


A naturally formed tunnel with exceedingly uneven ground
leads further into the underground. Its undulating width and
height create occasional narrow gaps requiring significant
efforts to get through without cutting oneself on the sharp
coral rocks of its sides.
UNEXPLORED TUNNELS (18)
As the characters move through, they find the corpse of
a recently slain Pulhu slug. Several sludge rats and other
vermin are feasting on the carrion. If the vermin are driven This cavern complex connecting the ruined temple and the
away, it is evident that it was killed using weapons rather Flea Palace is obstructed by flooded tunnels at both ends
than natural means. and therefore remains largely inaccessible and unexplored.

The sludge rats, agitated by this interference, are likely to Interconnecting with the main cavern are several narrow
strike out against the characters before retreating into narrow shafts leading to other buried and unreachable chambers.
crevasses along the tunnel walls.
Some of these can be glimpsed through the crevasses and
The tunnel gradually slopes upwards to end at a rickety shafts along the way but they all remain inaccessible unless
wooden door, clearly intended to keep out vermin from the the apertures are excavated to accommodate creatures larger
low-ceilinged basement beyond. than sludge rats.

The cracks between the boards reveal that it is blocked with Along the tunnel there are four crevasses and one rubble-
a narrow bar going across. The door can be bashed down blocked entrance offering glimpses into unexcavated rooms.
[10], but the cracks are also wide enough that a thin object
can be used to displace the bar blocking it [7].

The door opens into a basement chamber of an outer building VOID TRACES IN THE UNEXPLORED TUNNELS
part of the Ragged Catharsis temple complex in Kimah.
Except for some empty crates and barrels, the basement is As the characters walk through the tunnel, the
empty and the building mostly unused. A primitive latch Arbiter rolls a D3-severity Void emanation impact
lock keeps the room inaccessible from the outside. for each player.

Should the characters try to look through a crevasse


or shaft, a D6-severity Void emanation roll must
ARBITER’S NOTE be made.

This tunnel was used by the Prince’s minions as they


crept into the Shrouded Izhrit lair to get a hold of
the delegates. The Prince had provided a substantial
offering (of dead or dying subjects) to the Ragged
Catharsis adherents to gain access to the tunnel.

174
15
17

18

Should the characters, somehow, manage to get into one of


the buried rooms, they may find esoteric items but will, at
the Arbiter’s discretion, immediately be set upon by Void
entities.

The semi-flooded cavern is home to a Cave Onu pod. At


the Arbiter’s discretion, the pod might have an impregnated
captive in their stalactite hives.

As the characters approach the captive will desperately try


to make contact from his prison suspended above the floor.
The Cave Onu are likely to react aggressively towards the
characters transgressing upon their territory.

CREVASSES AND SHAFTS: The characters can see through If the characters traverse the entire length of the tunnel,
narrow crevasses or shafts leading into the unexplored they will emerge in a semi-flooded room underneath the
chambers along the tunnel. Flea Palace (5).

Traces of esoteric presence still linger there so if they do


so, read or summarise the following: “As you lean in
towards the opening a rank, indefinable musk hits
your senses almost as a physical presence; something
alien and weird. You stare into the narrow cleft and
catch a glimpse of something glinting enticingly in
the darkness. You cannot discern what it is or how it
could possibly glint in the utter blackness, but you
feel an ominous lure to dig through the rubble to get
to it.”

Any character looking into one of the crevasses or shafts


must make an immediate Willpower roll [7] or succumb to
an uncontrollable desire to reach whatever is hidden in the
chamber beyond. He or she will start to claw at the rock
walls possibly even injuring themselves in the effort.

The rocks in the tunnel have somehow fused together and


require a Strength score of 7 or higher to even scratch.

As soon as the character moves – or is pulled – away from


the opening, the lure subsides, and they regain full control
of their actions again.

175
After they emerge at the other end, they can see the barred
THE PRISON BACK ENTRANCE (19)
passageway in the distance and the cages beyond it. Because
the bars are meant to keep out monsters and creatures, they
can pry open the latch and enter the room (6).
This flooded tunnel and cavern connect a secreted entryway
by the shoreline (4 on the Roaming around Kimah map) and
the lair prison (13) and can be used to both enter and leave
the buried ruins.
Emaciated youngling
ENTERING VIA THE TUNNEL: If the characters have
secured a guide, he will inform them that this is a secret and Pulhu slug
safe passage through a tunnel submerged under the water
leading to a back entrance of the Shrouded Izhrit’s lair. AGILITY 3 HEALTH 19
AWARENESS 2 SIZE Medium
He assures them that the tunnel is straight forward and no
STAMINA 3 MOVE 2
longer than 30 metres long, so they should be able to swim it
fairly easily. When the characters have been informed about STRENGTH 3 WEAPON Stinger (+1)
the tunnel, he will want to leave. Saliva ( +1)
INTELLECT 0 REACH Close (0)
The guide is unaware that a young Pulhu slug has claimed
the flooded tunnel as its territory. PERSUASION 0 ATT SPEED 0
PRESENCE 0 DMG Stinger (D6)*
The narrow corridor is very rugged and undulates Saliva (D6)**
downwards. A passage of about 15 metres is semi-flooded
WILLPOWER 2 DV 7
but can be traversed by the characters wading through the
muddy water. PROTECTION 1

Narrate or paraphrase the following: “A large double


ATTRIBUTES: Acid (impervious), slimy, soft-bodied,
cavern opens up with odd stalactites suspended from
stinger, tough hide and venomous
the cavern ceiling. Scattered around the cavern floor
(egg sacks).
aged skeletal remains of what looks to be sludge
rats can be discerned. The second cavern is mostly
underwater with a small area to the back rising above
the surface. The water is muddy and not a ripple stirs
the surface except for the occasional drop falling from
the tips of the suspended stalactites above. Patches
of Noctiluma algae along the water’s edge slightly
illuminate the underground pool.”

As the characters enter the chilly water, they discover that


the bottom is very steep, and the water quickly deepens
to shoulder height of a regular human. As soon as any of
the characters reach the full depth, a youngling Pulhu slug
waiting beneath the surface attacks.

This slug was captured from its brood only to escape and
slither into the cavern. Having survived only on sludge rats or
whichever other vermin it has been able to hunt, it is starving
and will attack prey it might typically avoid. It is emaciated,
making it weak, desperate, and reckless.

The slug’s initial attack will be a surprise attack, grappling


the legs of the foremost character and trying to drown him EXITING THROUGH THIS TUNNEL
or her, while it uses its Mystic powers to incapacitate one
other character in the vicinity. In its desperate state, it Should the characters go through this tunnel in the
will fight to the death without consideration for its own opposite direction the Pulhu slug will attack the
survival. first character to come swimming out through the
flooded tunnel, potentially blocking the way for the
Once the Pulhu slug is killed, captured, or otherwise remaining characters.
taken care of the characters can continue through the
tunnel.

176
177
Scene
Scene99 ::
The Flea
The F Pa
lea P lace
alace

Synopsis

The characters seek out the Beggar King to obtain answers.


They are met with suspicion and reluctance, but can learn
about the delegates, the Shrouded Izhrit and other affairs
in Kimah.

In Beggars Court the characters come across Lihan Sarq, a


gang leader opposed to the Beggar King, but remaining loyal
out of concern for her people. She can potentially become
an ally and help the characters going forward, but has to
play the political game.

The Beggar King desires the resources he thinks the delegates


can provide him but is hindered in openly pursuing these due
to threats from the unknown antagonist.

He uses lackeys and proxies to confidentially establish


involvement without the knowledge of his coalition gangs.

NPC’s

BAGRAH: The Beggar King’s lackey and messenger.

THE BEGGAR KING: The opportunistic, despotic


leader of the Beggars Court gang coalition.

LIHAN SARQ: Leader of the Gishtil gang, part of the


Beggars Court coalition. She feels sympathetic towards
The Flea Palace
Itzel and wants to help.
Beggars Court is an open square in front of a crumbling
TAO PA: Human gang leader at the Flea Palace and archaic temple. Accessible from any direction, the square
aide to the Beggar King. holds a number of small hawkers selling food items such as
fried lizards on spits, seared sludge rat legs and silt shark
chowder.
Location
The strangely shaped domes and towers of the temple now
known as the Flea Palace loom over the crowds of beggars,
BEGGARS COURT: Beggars Court is the home of a rag- thieves, labourers, and dregs milling about the plaza.
tag coalition of primarily human gangs aligned under the
authority of the self-proclaimed Beggar King. Much of the outer wall has crumbled exposing the inner
courtyard to view. Gangers of the Beggars Court enclave leer
Located in the crumbling ruins of an archaic temple known at the crowd from the dilapidated parapets while watchful
as the Flea Palace, the gangs are waging a constant war ruffians watch the wide gap in the wall.
against others trying to encroach upon their turf.

178
The Flea Palace
1. GISHTIL GANG CAMP
2. THRONE OF THE BEGGAR KING
3. THE TATTERED CAMP
4. SHIZHÛ SUDÉ CAMP

4
3

179
Most of these are human and the characters will have no
trouble entering. If Itzel is with them several of the thugs will
perk up and whisper amongst themselves, clearly recognising
her.

Inside the courtyard a provisional tent camp has become the


enduring encampment of one of the coalition gangs. Filth,
debris, and rubble litter the courtyard while puddles of rain,
urine and brackish water fill every crack of the splintered
flagstones.

A few broken statues of no discernible motif or species


lie scattered about the place. A raised balcony with oddly
placed columns run the length of the inner walls, which are
riddled with alcoves of varying sizes. A collection of small
hovels and tents have been erected inside a large apse leading GETTING AN AUDIENCE
into the courtyard.

A mingling of gangers, their families, crippled elders, and As the characters approach the outer stairs and broken gates
small children roam about the ruins in their daily chores. a lanky gang leader appears from inside and moves to block
They all seem to ogle the newcomers and react with suspicion their path, demanding to know who they are and what they
[10] if approached. It is clear that invisible lines divide the want. At a glance, several nearby gangers subtly draw their
courtyard between two different gangs, and while there is weapons in case of trouble.
no open hostility neither is there any fraternising between
the two. The ganger blocking them is Tao Pa, leader of the largest
gang in the coalition, the Shizhû Sudé, and aide to the Beggar
King.

He is the connection to getting an audience with the Beggar


King and he takes his position very seriously. Convincing
him to let outsiders into the inner halls of the Flea Palace
requires significant coaxing or bribing. If Itzel and/or Xitl are
there, they will be barred from entering, citing the Beggar
King’s orders.

As the discussion continue the surrounding folks begin to


pay attention and an armoured woman of advanced years
with a large horncrow on her arm approaches the characters.
This is Lihan Sarq, another gang leader under the auspices of
Beggars Court. She intervenes and argue on the characters’
behalf for entry, offering to keep Itzel with her while the
others have their audience.

Lihan bonded with Itzel earlier, witnessed the delegates’


eviction and largely disagrees with the politics of the Beggar
King but sees no alternative to the coalition keeping her
gang safe.

Lihan’s gang – known as Gishtil – is among the largest of the


coalition due to their many families and elderly members.
Unlike most others Lihan Sarq welcomes anyone as long as
they swear allegiance to her and the ideals of the Gishtil.

Lihan is not acting purely out of magnanimous charity but


recognises a tactical advantage in affinity and affectionate
relations that the other gangs disregard.

If the characters manage to get an audience, they are


escorted into the ruined hall towards the dais and decrepit
throne of the Beggar King.

180
181
182
MEETING THE BEGGAR KING
OBSERVATIONS IN THE FLEA PALACE

When the characters enter the archaic building read or • The Beggar King looks anxious and although his
paraphrase the following: speech is droning mumblings an edgy shrillness
is noticeable.
“As you enter the gloom of the temple you are • The Beggar King’s glance often strays to the
struck with the immensity and outlandishness of the open skies visible through the collapsed ceiling
structure. Odd angles and proportions dominate the sections as if looking for something in the
architecture, which is clearly not built for its current heavens above.
inhabitants. • The nearby thugs try to give an air of relaxed
vehemence, but their eyes reveal that they are
Although crumbling and decayed, massive mosaics nervous.
are still visible on the walls although the motifs are
unclear to you. Towering columns seemingly placed
at random hold what remains of the soaring ceilings
in place, dividing the room in odd segments.
REMAINING IN THE FLEA PALACE
At the far end wide uneven stairs lead up to a raised
apse where parts of the wall, floor and ceiling have
collapsed leaving the area exposed to the outside. At The characters are allowed to roam around Beggars Court
the top of the stairs a throne stands… …and on it under the watch of several ganger thugs. Once outside the
rests a corpulent man, staring at you beneath sweaty temple the escort will stop enabling them to speak and
brows.” inquire freely.

Multiple thugs and cronies surround the throne and while Channa the tramp has likely returned to Beggars Court at
the Beggar King will magnanimously engage in conversation this point. If he has already met the characters in scene 4,
with them, the characters are not allowed to get closer than he has no further information but will happily talk - although
halfway up the stairs. not in the open.

The Beggar King tries to hide his anxiety at the return of If he has not had prior contact and the characters are in the
Itzel to the Flea Palace by appearing calm and collected. company of Itzel he will try to contact them covertly and
While he is engrossed with gaining access to the prospective divulge what he knows. His gang “the Tattered” have set
resources of the delegates’ homeworld he is intensely fearful up kip-space in an apse with a massive stair leading into the
of any repercussions from whoever threatened him earlier. crypt of the temple.
Consequently he will reject them openly, while instructing
his lackeys to underhandedly garner a deal. The characters can converse with Lihan Sarq who is
initially impartial [7] towards them, but who quickly shifts
He will seek to placate the characters with platitudes and get susceptibility depending on their conduct and past treatment
rid of them as quickly as possible. He will make excuses for of Itzel.
his evicting the delegates and will cite threats to the security
of the coalition for not allowing Itzel to enter the enclave. Lihan Sarq can prove to be a valuable ally. Her savvy and
pragmatic approach, however, means that her favour must
He will act brazen and aggressively retort at any fault directed be earned. She will share information but not commit
against him, quickly resorting to threats if refuted. resources or measures to the characters without tit for tat.
Lihan views Channa with suspicion and will not tolerate his
The characters are unable to get any useful information presence within her gang’s premises.
directly from the Beggar King but may realise that he is under
pressure from someone acting behind the scenes.
AFTERMATH
The Beggar King will eventually dismiss the characters,
ending the audience but allowing them to remain in the Flea
Palace for the moment. Once the characters leave Beggars Court, Bargah, the
Beggar King’s lackey, will catch up to them, cryptically
claiming that the Beggar King wishes to support Itzel, but
that he cannot do so openly.

If questioned further Bagrah equivocates and makes


excuses but is empowered to broker a deal and offer
support:
SEE SCENE 11: THE BEGGAR KING’S OFFER.

183
Scene
Scene1 10
0 ::
The
The Herald of D
Herald of awn
Dawn
Synopsis ITZEL INFORMATION

Once Itzel learns that the prince is headed to


The characters find out that the two remaining delegates
Kor’Tuan she remembers that her companion
have been snatched up by Prince Miyh who resides on a
delegates have recounted that there is a rupture to
Void vessel named Herald of Dawn.
Ixlpa there.
She has a vague recollection of how to get to it – She
He is now preparing the Void vessel for departure, heading
cannot describe it, but it is enough to guide them
for Itzel’s homeworld as he extracts the information about
once they are there.
the location from their minds.

NPC’s Notes

PRINCE MIYH: Envoy and lieutenant to Halqu Sarrum. Should the characters manage to free the delegates, these
The Prince came to Llyhn, pursuing Itzel and her have been mentally scarred, and the Prince has already
companions in the hope of finding their homeworld obtained the information that he needs to travel to Kor’Tuan
and recruiting their tribe to Halqu Sarrum’s cause. – the Ka’Alum federation world – and to find the Void
rupture leading to the Ixlpa settlement once there.
THE CONSORT: Closest advisor and confidant of the
Prince.

COURT MYSTIC: A Mystic extracting information


from the minds of captives.

OORD VOID NAVIGATOR: The navigator of the


Herald of Dawn.

KA’ALUM ENVOY: An envoy securing the Prince


access to the Ka’Alum federation world Kor’Tuan.

COMMANDER T’PALI: A commander, leading Prince


Miyh’s contingent of Halqu Sarrum troops.

IXTI: Ixlpian delegate companion of Itzel, held captive


on the Herald of Dawn after having been taken from
Investigations
the Shrouded Izhrit.
Should the characters investigate what became of the
delegates or the Je’ehl intruders who took them, they can
Location obtain information which enables them to conclude that the
two remaining delegates were taken to the Herald of Dawn,
anchored in the Margidda river.
THE HERALD OF DAWN: This imposing vessel is the base
of operations and transport of Prince Miyh. There are a variety of informants and sources the players can
It is currently anchored in the Margidda river between the exploit in such inquiries. The characters’ personal networks,
Dhaarese Wharves and Kimah. the Rasha Galam, chatter-brokers or random informants
looking for coin can all provide the information to the
characters.

Regardless of which sources the characters use the obtainable


information is the same.

184
INFORMATION ABOUT THE PRINCE

The following information can be obtained by


inquiring about the Prince on the Wharves and
similar locations.

• Several Je’ehl females with filed down horns


have been seen on the Herald of Dawn.
• One or several Wailing vultures have been
spotted sitting in the masts of the Herald of
Dawn.
• The Wailing vultures have been seen flying into
Kimah and soaring around the Flea Palace.
• If counting the days, it is evident that the Herald
of Dawn anchored shortly after Itzel and her
delegate companions arrived in Llyhn.
• Guards in spiked bronze armour patrol the
vessel.

The following is hearsay and cannot be confirmed.

• The prince is from another world and serves as


the lieutenant of a powerful warlord.
• The vessel will leave in a matter of days,
supposedly for a Ka’Alum federation world.

The Herald of Dawn is a grand pleasure craft enhanced to


serve as a Void vessel for Prince Miyh. It arrived in Llyhn
shortly after Itzel, and the delegates did and lies at anchor
in the Margidda river off the Dhaarese Wharf.

The vessel is heavily guarded by the Halqu Sarrum soldier


troop supported by the remaining members of the Daughters
of Wailu, the Prince’s Je’ehl mercenary unit, tasked with
securing the human delegates. Several Wailing Vultures sit
in the masts of the vessel. These are the personal spies and
messengers of Prince Miyh.

By the time the characters learn about the Herald of Dawn,


provisions and cargo for a long journey are being ferried
aboard as it is preparing to depart. While this provides an
opportunity to sneak on board, it also indicates that the
yacht is soon ready to depart.

If asked, none of the human factions or enclaves dare mount


a raid or openly support any action against this clearly
aristocratic Prince. Scouting the vessel reveals that the
soldiers and vigilant scrutiny of the Wailing Vultures makes
sneaking onto the ship challenging but possible.

The characters can utilise multiple approaches to reach the


ship, including disguising themselves as wharf porters, port
delegates or something else; quietly sneaking aboard; and so
on. Arrogance and overconfidence make the guards sloppy
in their duties enabling the characters to gain access to the
vessel reasonably easily. Still, once on board, they are likely
to be noticed unless careful.

185
The Herald of Dawn
1

3 Herald of dawn
1. LOWER DECK
2. MAIN DECK
3. UPPER DECK
4. PRINCE’S DECK
5. TILLER DECK

186
HERALD OF DAWN CREW, TROOPS, & STAFF MAIN DECK (2)

• 27 crew [the “Ganger” profile] . When in port


the crew is only on the lower and main deck as The main deck holds four luxury cabins for guests of the
well as in the masts. Prince. Two of these are currently empty as the Prince’s
• 15 soldiers [the “Halqu Sarrum Soldier” mission is the main reason for him being here.
profile]. These patrol the entire ship. However, one is occupied by a cadre of pleasure slaves
• 7 Daughters of Wailu, the Je’ehl mercenaries recently purchased by the Prince while another holds a
[the “Je’ehl mercenary” profile]. These can Ka’Alum noble invited by the Prince to serve as an envoy on
be found only in their designated quarters or Kor’Tuan – the Ka’Alum federation world they are headed
safeguarding the Prince’s deck. to.
• 7 staff, courtiers, and servants. These tend the
Prince and his guests’ needs. The Je’ehl mercenary troops have separate sleeping quarters
• The cadre of pleasure slaves. and a training room for their exclusive use. The Prince’s staff
and master of ceremony have a separate section with sleeping
OFFICERS AND OTHERS quarters and office while they and the Je’ehl mercenaries all
have access to the dining hall.
• The Prince’s court Mystic
• The Prince’s ancient Oord Void Navigator A small hall is the juncture of stairs leading up and down as
• A Ka’Alum envoy well as a securely locked storage room holding the Prince’s
• Commander T’Pali fine wines and hallucinogens.
• The Consort One aft cabin is occupied by the quartermaster and first
• Prince Miyh mate, while the other is the quarters of the captain and his
consort.

MAIN DECK ENCOUNTERS

LOWER DECK (1) Commander T’pali is frequently present on the main


deck, observing the surrounding area and directing
the Halqu Sarrum contingent.
The lower deck contains storage compartments, sleeping
quarters for the crew and soldiers, separate cabins for the Any of the crew, soldiers, pleasure slaves, the
sub-commanders and lockable storage cabins also serving as Ka’Alum envoy or other passengers – with the
the brig in the fore of the hull. exception of the Prince and Void Navigator – may
also be encountered on the main deck.
The aft storage area contains provisions and other necessities
for a long voyage. The three locked storage rooms If the characters are coming on board during daylight
respectively hold the two captive delegates, a cache of spare hours, porters and crew are scurrying about hauling
weapons and armour for the soldiers and to arm the crew if provisions and supplies aboard.
needed, and a supply of liquor barrels.

LOWER DECK ENCOUNTERS

The crew and soldiers sleep in shifts in hammocks.


Consequently, there are always D6 crew members,
and a similar number of soldiers present on the lower
deck.
SCRUTINY FROM ABOVE
The two human delegates are being kept in the fore
storage room with a guard posted outside the door One of the Prince’s two Wailing Vultures is always
at all times. Breaking the door is a challenging [10] perched in a mast of the boat, keeping an eye on
task while picking the lock is an average [7] difficulty whatever goes on below.
action.
Opposed rolls are required to avoid the vigilant gaze
If the characters are coming on board during of this watcher. Should the characters be spotted by
daytime, porters and crew are busy packing the the vulture, it will alert the soldiers and may even be
storage compartments. prompted to make swooping attacks.

187
UPPER DECK (3) TILLER DECK (5)

The upper deck encompasses a luxurious salon and outside This deck holds the tiller and is where the Void Navigator
sun deck for the Prince to entertain guests. A kitchen and and his crew are positioned during Voidfaring.
serving room are placed adjacently enabling the staff to cater
to the host’s and guests’ exorbitant tastes.

The Prince’s private lavatory is discretely connected to his TILLER DECK ENCOUNTERS
private deck by a stair on this floor.
This area is reserved for the crew, the captain, the
The two lavish aft cabins are occupied by the Prince’s Void Void navigator and occasionally the Court Mystic.
Navigator and Court Mystic. Both of whom are indispensable
members of his court.

UPPER DECK ENCOUNTERS

Except for a few soldiers in parade livery that are


always in attendance, the characters will only come
across guests, servants, and officers on this deck.

PRINCE’S DECK (4) FREEING THE DELEGATES

This deck holds the private chambers of the Prince. Armed Should the characters succeed in liberating the remaining
soldiers receive guests in a vestibule with an adjacent guard delegate – Ixti – they can question him and learn more about
room. the settlement, their journeys, and what the Prince is after.

The Prince’s sitting room as ample view over the aft of the
ship, while his bedroom is located on the right-hand side of
the deck. The entire deck is lavishly decorated with valuable
ornaments, carpets, art pieces, silverware, crystal glasses, and
so on bearing the Prince’s insignia. The Prince’s wardrobe IXTI’S RECOLLECTIONS
is an overabundance of exclusive garments and accessories
while several jewellery boxes and ornamental daggers are • Ixti has been to Kor’Tuan – the Ka’Alum
kept under lock and key. Federation world – in a past effort to find other
humans. He can describe the route from the
A private deck overlooking the sun deck enables the Prince Kor’Tuan capital to a Void rupture leading to
to withdraw alone or with select guests but remain outside Ixlpa in a mountain cave.
should he choose to do so during festivities. • He watched in horror as a golden Daimon with
six arms and three faces destroyed the mind
of Xitl.
• As soon as the blue women came, he was
PRINCE’S DECK ENCOUNTERS drugged and remembers nothing about how he
got here.
This deck and cabins are heavily guarded by both • Ixti was tortured and interrogated by the
soldiers and – as the Prince is a valuable asset to the Mystic. He felt the Mystic invade his mind and
Warlord - Je’ehl mercenaries. access memories of the Ixlpa settlement, their
Voidfaring and the Ka’Alum Federation world.
Sneaking onto this deck without being detected • He does not know why he was subjected to this
requires multiple demanding [13] actions while treatment or what the Prince wants, except that
entering the cabin unobserved would be hard [16]. he is interested in finding the Ixlpa settlement.

188
THE ROUTE AS DESCRIBED BY IXTI

From the slaver city by the deep, cold lake find the
shattered mountain.
Travel to the broken mountainside and follow the
crescent ravine below to its end where the mines are.
From the mines traverse the plain of pillars sunwards
until you reach the punctured peaks.
There on the slopes in a deep cavern you will find
the gloomy entry to the midnight ocean.

We obey only
the will of
halqu sarrum
- Halqu Sarrum soldiers

189
WHO KNOWS WHAT?
SERVANTS
Prompting the staff to reveal information is easy [4]
In addition to gaining access to the opulent wealth on the but they now little of value.
Herald of Dawn, characters can obtain information regarding The servants are hand-picked by the Prince and
the Prince and his plans, as well as learning bits about his serve at his pleasure. They have followed him on his
master. journeys across the Cosmos and seen such wonders
as you would not believe. They will leave in a few
The various groupings on board have access to a variety of days, once provisions and such are stowed and ready.
information.
OFFICERS (Mystic, Captain, Void navigator)
For the Arbiter’s convenience, a difficulty rating is noted for Each disclosure from the officers is a hard [16] task.
each grouping, or individual the characters try to question. The officers know that the Prince is pursuing a group
While the crew, servants, Ka’Alum envoy and the pleasure of humans on the Warlords orders. They are aware
slaves are susceptible to bribery and similar inducements, that they must seek out the human settlement and
none of the other groups or individuals are. capture or subjugate it. They know that a Void
rupture leading to the world is located somewhere
on a Ka’Alum Federation world, which is why they
have acquired a Ka’Alum envoy.

THE KA’ALUM ENVOY


Having no allegiance to the Prince, the Ka’Alum will
CREW reveal what it knows if compensated amply and with
Irrespective of the approach getting information average [7] difficulty persuasion.
from the crew is of average [7] difficulty. The envoy has been engaged to manage any
Kept mainly in the dark, they know that they are bureaucratic hurdles encountered on Kor’Tuan – the
headed for a Ka’Alum Federation world and that it Ka’Alum Federation world they are travelling to – as
has something to do with the humans held captive well as procuring local assistance and resources in
below. They will leave in a few days, as soon as all their further travels. She knows that they will leave
supplies have been brought aboard. for Kor’Tuan in a few days, but she is not aware of
where or what the final destination is.

HALQU SARRUM SOLDIERS COMMANDER T’PALI


Getting any soldiers to divulge information is a The commander is fanatical in his devotion to Halqu
challenging [10] task regardless of the method. Sarrum and getting any information out of him is
The soldiers are part of the troop assigned to Prince daunting [22].
Miyh by the warlord. Some nations of their world
struggled against the foreign Warlord for decades. THE CONSORT
The Prince, however, saw the wisdom in aligning The consort is deeply enamoured with the Prince,
himself and his principality with the Warlord. The and wishes only to save him from the clutches of
soldiers are members of the Warlords army. For years Halqu Sarrum. She may reveal secrets about the
they have been across the Cosmos on assignments Prince and his past if she believes she can trust the
presumably from the Warlord. They are preparing characters to want to help. She will be suspicious
to leave in a few days. [10] towards the characters.

PRINCE MIYH
DAUGHTERS OF WAILU Regular as well as Esoteric means of getting the
Wringing any information out of Je’ehl mercenaries Prince to disclose any information are daunting [22]
is a hard [16] task. and require torture or similar motivation.
The Je’ehl can only be compelled to reveal partial He is following orders given by the Warlord to
information, including that they are part of a find humans and bring them to him. He has been
mercenary company in the Warlord’s armies. given a contingent of the Warlord’s soldiers and
They have helped him conquer countless worlds. a small troop of Je’ehl mercenaries to assist in his
They serve on special missions before his troops endeavours. They are travelling to Kor’Tuan and
arrive and subjugating particularly troublesome from there to the human settlement via a remote
elements. rupture.

190
THEN WHAT? GOING IT ALONE

It is evident that the Prince means to seek out and subjugate If the characters have the resources and assets, they can
the Ixlpa settlement wherever it is. Itzel and the delegates outfit and crew a Void vessel themselves. This will essentially
are desperate to stop this from happening, and other human be analogous to an enclave or faction supplying them with a
factions knowledgeable about Itzel and the settlement are means of Void travel, except the characters have to procure
adamant about intervening as well, albeit some with ulterior all the aspects and components themselves.
motives. Proceed to OUTFITTING.

The departure date for the Herald of Dawn has intentionally VOID TRAVERSING ROLL MODIFIERS: Varies
been left flexible. This allows the Arbiter enough time to
introduce missing elements, NPCs, or occurrences, as well
as allowing the characters time to come up with a plan and FIND A SPONSOR
act upon it while keeping the pressure on because of the
imminent departure.
Itzel will favour convincing Feerada or another enclave or
Itzel will insist that they seek out the settlement and try faction to sponsor a Void vessel and crew, as this is ostensibly
to reach it before the Prince to prepare them to repel the the quickest solution.
attackers or – in worst case – evacuate the settlement. Proceed to THE PETITIONS.

If the characters are reluctant, she and the other delegates VOID TRAVERSING ROLL MODIFIERS: See offers for
will seek to entice them in much the same way as when they details.
first encountered her.

An additional point is that one or more factions that the CALL IN FAVOURS
characters may dislike may have shown interest, and it is
feasible that the characters will continue their involvement
simply to obstruct others from doing so. If the characters rescued and freed the Oord merchant, they
might utilise the trip promised by him as compensation. This
Below are some of the options available to the characters as solution allows the characters to focus on other things as the
well as how the Arbiter can deal with them. Oord merchant will take care of the outfitting and crewing
of the Void Vessel. They will, however, not be masters of
the journey and must abide by whatever instructions and
STOWAWAYS notions the captain and Oord owner impose.

VOID TRAVERSING ROLL MODIFIERS: +3


The characters can sneak on board the Herald of Dawn and
travel with the vessel to Kor’Tuan.

The challenge for the characters is mainly to stay hidden BOOK PASSAGE
during the Voyage. If they are discovered, they are likely
to be beaten and captured, not killed, as the Prince is under
orders to bring humans to his master. There are two major vessels available for passengers to take
the characters to Kor’Tuan.
The Voyage follows the regular procedure for Void travel
with the dangers and possibilities inherent in such an RED GALLEY: A red galley leaving for the Ka’Alum world
endeavour as described in the Core Book page 198. shortly. The characters can book passage for the price of
100 Dhins each.
After the journey, proceed to ARRIVAL ON KOR’TUAN.
VOID TRAVERSING ROLL MODIFIERS: +7 VOID TRAVERSING ROLL MODIFIERS: +9

KA’ALUM SLAVE SHIP: A Ka’Alum slave ship is also


headed for Kor’Tuan soon. The characters can charter
passage at 75 Dhins each or work in exchange for
passage if they can prove that they can contribute.

VOID TRAVERSING ROLL MODIFIERS: +6

191
Scene
Scene1 111 ::
The Petitions
The P etitions
Synopsis

As the story of Itzel and her companions spread throughout


the various human segments in Llyhn, the curiosity grows.

This spurs several parties to offer their assistance towards


sending the characters to the Ixlpa settlement. None of these
parties wishes to work together, however, and the characters
must decide which to choose or if they want to go it alone. Petitions
After learning about the imminent departure of the Herald
NPC’s of Dawn, Itzel insists on the characters going back to the
Feeradani enclave to petition for assistance. At this time,
FEERADA: The despotic leader of the Feeradani several interested parties approach the characters suggesting
enclave. that they meet to discuss a collaboration for travelling to
Ixlpa.
KÛN AZHAR: The leader of the Rasha Ghalam.
If the characters decide to seek out Feerada in the enclave
ORAH CORT: The Spy mistress of the Rasha Galam. hall to petition for her help, the other interested delegates
will follow and demand that the characters hear their offers
ARSHAKA: The pureblood leader of the Untainted. as well.

Possibly Bagrah, the envoy from the Beggar King, and If the characters approach her or another enclave member in
Zhashir representing the Assembly. private, the other interested parties seek the characters out
privately as well to present their offers. Some do so openly,
while others act in secret unless forced to do otherwise by
Location circumstances.

Irrespective of which overture leads to the individual


This scene probably takes place in the Feeradani enclave, but meetings or collective gathering and where these occur,
the gathering can occur wherever it fits the Arbiter. envoys and lackeys of various interested parties attempt to
influence Itzel and/or the characters and present their offers.

At this point, Itzel has likely put her trust in the characters
Notes and will rely on their decision as they know Llyhn and
its inhabitants best. Ixti will offer advise but trust Itzel’s
judgment.
If Prince Miyh is still in Llyhn and the characters are with
Itzel the Wailing Vulture follows them wherever they go. As each faction vies for their consideration and inclination,
it is up to the characters to weigh the pros and cons of the
offers. Each proposal has distinct advantages and drawbacks,
likely making the decision difficult.

In addition to this, each offer entails association with a


specific faction and the possibility of hidden agendas,
which other factions might scheme and plot about, further
influencing the characters’ choice.

Regardless of which offer the party takes, it will ruffle


feathers and potentially make enemies within the offering
parties unless the characters show excellent diplomatic skills.

192
IMPLICATIONS: It will take 2-3 days to prepare the
THE BEGGAR KING’S OFFER
shabbak. The Void navigator is old, blind, Voidmarked and
respectable, and with the added boon from the blood ritual
should be a reasonably safe option.
If the characters have not met with the Beggar King’s lackey
- Bagrah - outside the Flea Palace, he will approach them VOID TRAVERSING ROLL MODIFIERS: -2 (+ Any
surreptitiously now. bloodletting bonus)
If Bagrah has already made the offer, he will simply make
his presence known to the characters and shrewdly appeal
to them to take the offer.
THE BLOODLETTING
There is little love lost between the two enclaves, and the
Beggar King is not interested in Feerada knowing about his For the ritual to be carried out, the characters need
involvement. This is why Bagrah is acting secretly. to obtain a sacrifice such as a Marud Ox.
Further items can be acquired to enhance the
ceremony. Things such as sacred oil, specific incense,
THE OFFER: A Qarib to transport them to their destination. a customised sacrificial dagger and so on, can grant
He does not mention that this craft is stolen and not en- the Ritualist a +1 to his roll.
hanced as a Void vessel.
The Arbiter can develop this into an exercise in
The crew consists of five old hands (former pirates) and a commerce: see Preparations in THE DEPARTURE.
veteran Oord Void navigator. They will be accompanied by
Tao Pa and four of his men to act as protection (and secure
the interests of the Beggar King). Conditions will be cramped
as the vessel is not built to sustain so many mariners, but it
will be possible.

IMPLICATIONS: If the offer was made previously, the Qarib


has already been stolen and is ready to sail the following day.
If not, the Beggars Court gang need to acquire and cover up
the vessel first, which will take D6 days.
The Oord Void navigator (Void guide tier) is exceedingly
proficient, giving the Beggars Court offer an edge.

VOID TRAVERSING ROLL MODIFIERS: +3

FEERADANI OFFER

Despite her earlier reservations, Feerada will be keen to aid


Itzel and her companions and to build an alliance with the
Ixlpa settlement. If Itzel and the characters do not reach out
to her, she will have the Rasha Galam bring them to her.

Depending on the earlier occurrences concerning requested


aid, some of her advisors might express reservations about
this course of action.

THE OFFER: A shabbak with a crew of 14 sailors, oarsmen


and including a detachment of ten Rasha Galam to
accompany the characters is proffered. A Halfblood Void
navigator (Voidfaring tier) and a ranking member of the
Rasha Galam will act as the Feeradani enclave representatives
on the expedition.

If the characters are willing to fund sacrifices, Feerada offers


that the enclave Blood Ritualist can perform a Bloodletting
to endow the Void Navigator - and the characters - with a
boon to bless the journey.

193
THE UNTAINTED OFFER THE ASSEMBLY OFFER

As Itzel and her companions are pureblood, and clearly from The Assembly enclave will send a delegation if any of the
a pureblood settlement, the Untainted will seek to bring her following conditions are met: Any characters are associated
to their side. with the Assembly. If any character conversed with Zhashir
during the burial. If more than three days have passed since
Therefore, a member of the Untainted approaches them to the characters encountered Itzel - allowing rumours about
“acquire” Itzel, snubbing any non-pureblood characters by her to reach the Assembly.
making derogatory remarks about halfbloods or Voidmarked
and their tainted blood. Zhashir, the Mystic, will present the offer from the
Assembly. He will argue that their members are more
If the party is fully pureblood, Arshaka himself will seek to attuned to Voidfaring and dealing with other cultures than
recruit all of them to the faction’s cause in return for support anyone else. Further, he will claim that they have no other
and resources. He will not mention specifics but pledge to wish than to see the Ixlpa represented in the Assembly as
provide the necessary means to go to Ixlpa while trying to an equal affiliate.
appeal to ideological convictions of preserving the purity of
humanity. THE OFFER: The Assembly offers a caravan of Tipar and
Akopi with a cadre of Voidmarked and Mystics to expedite
THE OFFER: A small dhow crewed by six young pureblood the journey. Zhashir asserts that mustering the caravan will
sailors trying to make up for their lack of experience by be much quicker than outfitting a Void vessel.
pure enthusiasm as well as an enlightened Captain with the A venerable Void Navigator (the old man)
“Void Float” ascension, enabling him to steer their vessel. A
contingent of eight Untainted toughs will accompany them IMPLICATIONS: The caravan can be assembled and ready
on the journey. to leave within a day. The experienced Void navigator
and muster of multiple Void Mystics should make this the
IMPLICATIONS: It will take only 1-2 days to have the quickest journey, but also the most exposed due to the lack
vessel ready for departure. Their Void navigator is unproven, of a Void vessel. The caravan will arrive on Kor’Tuan via an
making this offer potentially the most hazardous. inland Void rupture, rather than the ocean-based rift utilised
by the others, which will add a day’s travel time after arrival.
VOID TRAVERSING ROLL MODIFIERS: -3
VOID TRAVERSING ROLL MODIFIERS: +3

194
195
Scene
Scene112
2 ::
The Departure
The D epartu r e
Synopsis Location

As the characters prepare to depart Llyhn they will have Depending on which travel option the characters opted
time to prepare and finalise any pending matters in Llyhn. for, this scene may occur in Dhaarese, Kimah, or near the
Caravanserai in the Barrens.
Depending on which means of transport they decided to
utilise various challenges my face them as they embark upon
their journey. Notes

The Arbiter might introduce reactions from the snubbed


NPC’s factions, or indeed repercussions from the Untainted or the
Beggar King enclave during this scene.
The Arbiter is free to introduce NPCs befitting the
vessel or caravan the characters have chosen.

Notable people from the Travelogue may serve well


in this capacity.

196
Those who are Void sensitive can detect a small Void rupture
Preparations pulsating and throbbing within a narrow fissure in the rocky
wall in the back. Everyone is tied together with rope and the
Void navigator leads the procession into the rift.
Once the characters have decided whether to accept one
of the offers or find an alternative means of getting to
Kor’Tuan, preparations commence.

Despite the possibility of travelling directly to Ixlpa via the


Void, no one has done so, and should the characters come
up with the idea all Void Navigators refuse any part in such
a venture.

Unless they have chosen the Red Galley or the Ka’Alum slave
trader, the characters decide when they wish to depart. Even
though time is of the essence with the impending departure
of the Herald of Dawn, the Arbiter can leave the characters
time to prepare, acquire equipment and supplies, and so
on, perhaps letting a helpful fellow inform them that certain
hallucinogenic substances and such can help overcome Void
aversion, which any non-enlightened beings are subject to.

If the players find it interesting the Arbiter can also let the
characters get involved in the outfitting of the Void vessel
itself.

If the characters opted to stage the Blood ritual, components


and a fitting sacrifice are required. The Arbiter can choose
whether to skip this or indeed have the characters utilize their
commercial capabilities travelling to the stocks to obtain a
fitting Marud ox, barter price and so on.

Additionally they can acquire the other implements and even


hire Dachri cult dancers to add further bonuses, should they
wish.

TRAVELLING BY CARAVAN ARBITRARY EVENT: THE BLOOD RITUAL

A dais is raised for the ritual on the central platform


To avoid scrutiny and harassment the Void navigator opts in the Feeradani enclave. When the components
for the caravan to use a small, secret, but illicit Void rupture and sacrifice have been gathered a crowd of enclave
found in a basement beneath the lower boards in Dhaarese. members gather and the ritual commence as the suns
set.
To get to the locale the caravan must lead the pack animals
through the lower boards while evading patrolling Civic Twilight has fallen and the platform is lit by the
Guard sentries and tithe collectors. flickering flames of torches as the Marud ox is
brought up to the hastily assembled altar.
If the caravan arouses the suspicion of a tithe collector or
Civic Guard the characters will find themselves hard pressed The ritualist performs the ritual [+5 and any
to talk or bribe their way past without having to flee or being additional modifiers], blessing the blind Void
brought in for questioning without the proper signature seals Navigator, and the characters with lesser sacrifices
of passage. (or greater ones if they have provided them) if they
so wish.
Once they arrive at the locale and the proper secret
passwords and payment is exchanged the caravan animals The Arbiter can vividly describe the gory blood ritual
are blindfolded and led deep into warrens leading to a dark, and how the characters are smeared with the warm
damp room where clear signs of Void emanation permeate sticky blood as the sacrificial animals draw their last
everything. shuddering breaths.

197
TRAVELLING BY VOID VESSEL ENTERING THE VOID

As the characters set off from the busy docks to sail down As the characters are about to enter the Void rupture –
the Margidda towards the Void rupture to the west the whether by vessel or caravan – any non-enlightened character
Arbiter can introduce one or several of these arbitrary events must make a Willpower roll [7] to overcome Void aversion
to increase the tension or built the atmosphere. or refuse to enter the rupture. If the roll is failed and the
character is forced, he or she must make a fear roll [10].

THEIR VESSEL IS BUMPED BY ANOTHER: If the Once all the characters have entered the Void, read or
characters are sailing on a vessel provided by a human paraphrase the following:
faction, a chartered vessel or have provided their own a
larger ship will accidentally collide with them as they leave “As you enter the blackness you are overwhelmed by
the harbour. an inexplicable and immense sense of insignificance.
You are surrounded and penetrated by an all-
The Arbiter can allow them to roll for seamanship to avoid encompassing metaphysical darkness. After what could
the collision, but regardless it will not cause substantial be an instant or an entire lifetime your senses and very
damage to either. However, the incident will result in a tense being adjusts and you begin to feel yourself again…”
exchange of views between captains, potentially developing
into a confrontation depending on the characters’ behaviour.

ARBITRARY EVENT:
THE RED GALLEY IS BUMPED: If the characters are THE RAGGED TRAVEL COMPANION
travelling on a Red Galley the vessel bumping into it is
smaller and the collision results in an immediate boarding and When the characters are about to set off,
execution of the offending captain by the on-board Jinassar irrespectively of how they travel, a Ragged Catharsis
officer. There is nothing the characters can do about the adherent shows up and joins the voyage. None of the
incident, but it does set the mood. other travellers dare object or intervene.

Whether the characters have a Ragged Debt or


THE KA’ALUM SLAVE SHIP: If they travel on a Ka’Alum not, the Adherent walks close to them, stops for
slave ship they will see a Ka’Alum with a human slave. a moment as if gauging them, and then move off
The slave is either indoctrinated, terrified or otherwise too and settles in an unintrusive place in the vessel or
subservient to betray his master if the characters try to free caravan.
him. He will, however, be able to give them information
about their destination Kor’Tuan, providing them with some The Adherent does not move or speak during
basic details about the city, its layout and population. the journey, and neither does it respond to any
approach. It is like a statue or automaton, simply
keeping pace with the other travellers.
THE FUGITIVE: If the characters are sailing on a vessel
provided by a human faction, a chartered vessel or have • If none of the characters has a Ragged Debt, the
provided their own boat they will spot a young human boy Adherent simply remains an awkward presence
desperately rowing towards them in a small abra. He is on the journey. Once they arrive on Kor’Tuan,
clearly being chased by civic servants in a larger abra behind the Adherent leaves the vessel or caravan and
him and is trying to hail the characters to get on board. Do slowly walks into Tuan.
they refuse him or allow him to come on board? • If any of the characters have a Ragged Debt,
the Adherent eventually approaches them and
The civic servants in the pursuing vessel are shooting arrows – in a gravelly voice – informs them that Prince
at the fleeing boy and also at the characters if they allow Miyh owes a death that they must collect.
him on board. Whichever vessel the characters are in they
can easily collect the boy and get away from the pursuers. ARBITER’S NOTE: What this assignment actually
The characters may have gained a devoted helper, but at means should be left somewhat obscure and up to
what cost? the characters to interpret.
However, if the characters kill or are involved in the
death of a member of the Prince’s entourage, the
assignment is considered completed.
They do not have to present proof to the Ragged
Catharsis; the cult knows whether they have
succeeded or not.

198
Scene
cene13
13 ::
Traversing
raversing the Void
S
T the Void
Time works differently in the Void and what may seem as
Synopsis hours or days in the Void are likely far longer in the Cosmos.
The Arbiter can let the journey through the Void as quick
or as long as preferred.
Unless unforeseen disaster strikes the characters have to
opportunity to socialise or rest during their traverse the black
depths of the Void heading to Kor’Tuan.
The journey
NPC’s
The Arbiter should make a roll - or alternatively have one of
the players do it – using the modifier noted in the Petitions
Which NPCs are present depends on the mode of
scene for their Void Navigator to determine how well the
transport chosen and the Arbiter’s discretion.
Void journey goes. Unless a Void traversing disaster occurs,
the travel time should be rolled for as normal.

Location Should a Void traversing disaster occur, the Arbiter rolls and
refers to the Void traversing disaster effect table page 199
in the core rulebook.
The Void...
Should the characters have opted to travel by caravan, the
Arbiter may adjust the descriptions on the table to fit the
Notes mode of transport. Injury from being bounced around the
hull may be replaced with injury from a panicked Akopi
kick, and so on.
The journey can be used as downtime for the characters
or the Arbiter can allow the characters time for social If the characters are washed up on an unknown location the
interaction with the crew or other passengers. Arbiter is free to also let this rupture be located on Kor’Tuan
or another world allowing the character to proceed with their
journey, albeit delayed and facing a challenging trek.

199
Part
Part 11 ::
Con clusi on
Conclusion
As the characters arrive on Kor’Tuan they may be elated
about their successful traversing of the Void, but their
jubilation is likely short-lived, as they realise the harsh life
on Kor’Tuan and the challenges they face in order to find
the rupture leading to Ixlpa.

Advancement

While the Arbiter is free to grant experience and rewards


as well as applicable Enlightenment and Wastah after each
session he or she can consider the below allocations:

EXPERIENCE POINTS
In addition to individual accomplishments or notable
collective achievements it is recommended that characters
are awarded 1-3 experience points per completed scene or
session, depending on their progress in the overall storyline.

ENLIGHTENMENT
In addition to any Arbiter-induced exposure to the Void
Characters may potentially obtain Enlightenment from the
following occurrences:

• Unenlightened characters seeing the Void rupture on


the Margidda river or in the room in the lower boards.
• Characters that have not traversed the Void previously,
travelling the oblivious depths to Kor’Tuan.
• Any entities encountered in the Void.

WASTAH
Throughout the events leading to the characters’ departure
from Llyhn and emergence on Kor’Tuan they have the
opportunity to gain Wastah with a significant amount of
people. The most prominent of those would include:

• Feerada
• Arshaka
• The Beggar King
• Maly, the Oord merchant
• Lihan Sarq

200
201
202
203
the Ka’Alum
the Ka’Alum
The species does not have a name for themselves, because
for aeons, they considered themselves the only sentient life in
the Cosmos, and so never saw the need to name themselves.

However, they were particular about social rank and courtesy


and became known by the term they use to address those
of exalted rank.

Once the Ka’Alum became enlightened, they quickly


expanded unto habitable but unpopulated worlds setting
up colonies that became relatively self-governing once they
reached a certain size.

As a result, the Ka’Alum have highly evolved societies


spanning several worlds, all supremely ruled by an elected
conclave residing a limited time on each of the planets within
the federation.

While each world has its own laws, nations, cultures and
customs, they all answer to the conclave on external matters.
The conclave has members from each globe in the federation
to warrant that no preference is bestowed on anyone and the
frequent relocation ensures that all receive equal attention.

There is a distinction between the Federation officials and


the nobility of specific worlds, with the former outranking
the latter in all matters.

Kor’Tuan is recognised as a prominent Ka’Alum federation


world due to the esoteric materials harvested from meteorites

Ko r ’’T
Tuuan
an
and the minerals mined across the globe.

Kor
Kor’Tuan is antediluvian, dominated by steep mountains
and rough, rocky terrain. Flora and fauna are small, mostly
unobtrusive, and benign.

-- Part
partII
ii --
During the Ka’Alum colonisation, the settlers introduced
particular non-native plant life, agriculture, and other

Ko
Korr ’T
’ Tu an
necessities, shaping the major settlements’ environment to
fit their purpose.

Aquatic life in the deep mountain lakes is significantly more


robust – and dangerous - than most land-based animals
found on the world.

uan The main hazard on Kor’Tuan comes from the several


unstable rocky rings orbiting the world. While these create
dazzling displays at dusk and dawn due to the star’s reflected
light, occasionally, meteorites crash to the ground.

204
Most fragments burn up in the atmosphere producing
magnificent multi-coloured flashes and streaks in the sky as
they flare out. Still, occasionally larger meteorites crash to
the ground with devastating effect.

Most of the world is savage wilderness, with a few major


Ka’Alum cities functioning as hubs for collecting the gathered
ore and minerals from the multiple mines and quarries across
the globe.

The currency used on Kor’Tuan is Laakh, a small pellet of


cobalt blue crystal. One crystal Laakh equals two copper
Dhin.
For all commerce or bargaining conducted on Kor’Tuan,
refer to prices and rarity in the Core Rulebook as Tuan
equals Llyhn standards in this respect.

KOR’TUAN ENVIRONMENT

ATMOSPHERE: A thin atmosphere makes breathing


laborious for humans and several other species,
causing fatigue; characters can sustain heavy labour
for 9 seconds/STA, and suffer a -1 penalty to all
physical actions for each equivalent period exceeding
the time limit.

GRAVITY: The gravity is like Llyhn and causes no


discomfort to the characters.

CLIMATE: Overall the climate is hot and humid


except for areas surrounding vast mountain lakes that
are cooled by the presence of the deep icy bodies
of water. While the climate might be unpleasant it
causes no detrimental effects for characters.

GEOLOGY: The topography is jagged and rough,


occasionally broken by large craters caused by falling
meteors from the unstable rocky rings surrounding
the world. Kor’Tuan is naturally rich in ore and rock
suitable for construction. Falling meteorites pose a
significant hazard but sometimes leave precious
deposits of otherworldly minerals.

205
14
15 16

13

11

12

9
18

17
8
17
7

7
10

4
3

12

6
11
2 17

Tuan, kor’tuan capital


1. VOID RUPTURE
2. DOCKS AND SHIPYARDS
3. HOUSE OF MIRRORS
4. THE TESTING PLACE (ARENA)
5. POINT OF NO RETURN
6. SUPPLY MARKETS AND SHOPS
7. CANTON OF COMMERCE
8. CANTON OF CRAFTS
9. CANTON OF SERVICES
10. ARMY BARRACKS
11. MAGISTRATAL CANTONS
12. RESIDENTIAL CANTONS
13. KA’NIKILIN RESIDENCES
14. PALACE OF KA’VITH’SEKUNN
15. PALACE OF KA’VITH’ILUN
16. PALACE OF KA’VITH’MIGUS
17. FIELDS
18. EASTERN ROAD
1

206
Loocations
L cati ons
Tuan is the provisional capital of Kor’Tuan, built in tiers up MAGISTRATAL CANTONS: The Magistratal cantons hold
the mountainside on the shore of a massive lake. the offices of the federal and local magistrates as well as the
This is the only major city on Kor’Tuan. Each city level Ka’Eelith, the political bureaucrats and Mystic priests of the
supports specific sections of the societal hierarchy, with lower Ka’Alum.
tiers housing menial citizens, markets, and so on, while higher
tiers hold the local nobility and federation gentry. MARKETS AND SHOPS: All sorts of gear and equipment
can be purchased here. Prospecting and mining gear is in
ARMY BARRACKS: Federation soldiers and local armed abundance.
forces reside and train here. The local troops double as
guards for the resident nobility and whoever can afford THE POINT OF NO RETURN: Located outside the city
their services. Collectively known as the Ka’Limercrol, these walls of Tuan, the “Point of no return” is a camp for
Ka’Alum are responsible for maintaining law and order, temporary internment of foreigners deemed useless or
defence, and dealing with foreigners. merely menial slave material.

CANTON OF COMMERCE: Several affluent merchants THE TESTING PLACE: A large amphitheatre located close
have their houses in Tuan. Associated services, such as to the port and House of Mirrors in Tuan. Here newly-
counting houses, warehouses and so on, can also be found arrived individuals can attempt to prove their skills and utility
in these cantons. to the Ka’Alum masters.

CANTON OF CRAFTS: A variety of craftsmen and


fabricators can be found in Tuan, producing everything from
ordinary to exotic items.

CANTON OF SERVICES: Tuan can provide almost any


conceivable service. Each street is designated for a specific
service, furnishing only proprietors of this profession.

DOCKS AND SHIPYARDS: The vast port of Tuan comprises


regular and commercial docks, private areas for the nobility’s
pleasure vessels, a shipyard and all the amenities needed to
support a vibrant trading port.

FIELDS: Slaves toil here to produce the meagre crops capable


of growing in the harsh climate of Kor’Tuan.

HOUSE OF MIRRORS: Placed by all the entryways into


Tuan, these are large official buildings where new arrivals are
assessed and evaluated for usefulness to the federation. Every
foreigner arriving legitimately in Kor’Tuan pass through
these.

KA’NIKILIN RESIDENCES: The mansions of the minor and


local nobility can be found here. Opulent by most standards,
they are dwarfed by the palaces of the Ka’Vith.

KA’VITH PALACES: Tuan has three resident Ka’vith, each


with a lavish palace built close to the mountain’s summit.

207
The
he Ka’Alum
HHierarchy
T Ka’Alum
ierarchy
The Ka’Alum have a society entirely dominated by matters
of courtesy and social rank. It is possible to move between
these ranks; however, it is never permissible to be seen trying
to do so. Some of the higher classes occasionally mimic the
lower ranks’ behaviours and fashions, though this is rare.
There are myriad ranks, titles, and positions within the
The ranking system permeating Ka’Alum society is not Ka’Alum societal hierarchy.
a caste system. Nor is it a meritocracy. It is based on an
incredibly complex set of traditions and practices. The following merely describe the ones the characters
will encounter in the scripted encounters and exploits on
Some of it has to do with the roles an individual must Kor’Tuan.
fulfil in society, some of it is about personal conduct and
attainment, some of it is to do with personal choice. The KA’EELITH – Political bureaucrats and Mystic priests.
Ka’Alum do not fully understand it themselves and it is
entirely incomprehensible to outsiders. KA’LIMERCROL – Military personnel, and those responsible
for dealing with outsiders.
Once their prominent front claws have developed (a sign of
reaching full maturity), Ka’Alum undergo the Testing, where KA’NIKILIN – Minor nobles. Approximately equivalent to
three representatives from the different ranks assess them. Roman Equestrian class. May have administrative duties, and
The assessors offer each individual three choices of rank to capable of ascending further.
join, along with a role and status within that rank.
KA’VITH – High consuls of the federation.
For this reason, it is common for Ka’Alum to refuse to join a
higher rank - as they might be accorded more respect within THE VÉH’KA (the Ventilated) – mouthpieces of the
the lower rank but with a higher status. highest-ranking Ka’Alum.

The position offered has nothing to do with the family


background of the Ka’Alum, or their individual wealth; thus,
children can belong to ranks much higher than their parents, THE VÉH’KA
with the parents forced to defer to their children’s judgment
on certain matters. At the highest ranks, it is considered gauche to even
It is also possible for the children of the Ka’Vith rank to be talk to members of the lower ranks. As a result,
compelled to join the lowest rank, serving their parents as members of the lower ranks used to be forced to
something only slightly better than a slave. submit to the process known as Ventilation.

Each rank has different grades within it (far too many to The back of their posterior head would be opened
count, and the difference between how they are treated up, allowing access to their vocal cords, so that the
and their responsibilities is often indiscernible to anyone Ka’Vith could speak to lower ranks without having
outside the rank), each with its own rituals, rites, and secret to sully their own voices.
languages.
The physical means of the process are somewhat
One of the most prominent examples of this is the habit of abstruse, but the Ka’Vith blows into the exposed
the Ka’Vith to let their powerful front claws become dull. hole, emitting distorted sounds and words from the
After all, it is not the role of the Ka’Vith to have to defend throat of the Véh’Ka.
themselves.
After the Ka’Alum created the broader federation
and encountered myriad other species in recent
generations, this process is usually inflicted in one
form or another on other, alien races.

The Ventilated are never seen outside of the


Ka’Alum federation worlds, though their existence
is infamous.

208
Not ab le
P eo p le
Notable
People
TA’GULUN: A minor Ka’Alum noble encountered on the
AGASAHN: A Naqasti encountered on Kor’Tuan. yacht during the Lavin’Duh hunt.

BURUUN: A burly but softly spoken Naqasti scholar TIXLI: A runaway Xilpian human slave encountered on
encountered on Kor’Tuan. Kor’Tuan.

COMMANDER T’PALI: A Halqu Sarrum commander,


leading Prince Miyh’s contingent.

FIKKUR: A wizened Lamassu encountered on Kor’Tuan

HIRITIIH: A Timaniém mercenary encountered on Kor’Tuan

INDIBLU’ALU’ALA: A wily Ghul warrior-poet-mystic


encountered on Kor’Tuan.

ITZEL: A lost delegate from the human settlement of Ixlpa.

IXTI: A male delegate companion from the human


settlement of Ixlpa.

KA’NIKILIN TU’TASH: A minor Ka’Alum aristocrat


overseeing a mining quarry in the Crescent ravine on
Kor’Tuan.

KA’VITH’ILUN: A Ka’Alum Ka’Vith and potential


employer of the characters on Kor’Tuan.

KA’VITH’MIGUS: A Ka’Alum Ka’Vith and potential


employer of the characters on Kor’Tuan.

KA’VITH’SEKUNN: A Ka’Alum Ka’Vith and potential


employer of the characters on Kor’Tuan.

KUY’SIUNG: A Ba’Waikh servant in the entourage of Prince


Miyh. She is abandoned by the prince in the Rupture cavern.

LAK-SES-AD-IN: An Aq’Jarea prospector investigating a


recent meteor strike hoping to secure exotic mineral deposits
from the impact site.

LA’MINUH: A charismatic Ka’Alum noble encountered on


the yacht during the Lavin’Duh hunt.

MIMULK: A Harith merchant encountered in the Kor’Tuan


capital.

MI’NATH: A curious Ka’Alum organiser encountered on


Kor’Tuan.

PRINCE MIYH: One of the last surviving Ica, acting as envoy


and lieutenant to Halqu Sarrum.

209
Scene
Scene1 1 :: Tuan
Tuan P ort
Port
Synopsis Locations

Kor’Tuan is a Ka’Alum federation world, ruled by the strictly TUAN HARBOUR MOORING POINT: Where the void
hierarchical Ka’Alum. Humans, if they arrive without the vessel the characters travelled on is secured.
proper diplomatic protections, are just one more resource to
be allocated to the vying factions and ranks within Ka’Alum TUAN CITY GATE: Where the characters can enter the
society. city from the landside.

The characters are going to be given a particularly intimate ENTRY AREA: A large open area segregating the outer gates
look at how life works in Kor’Tuan for those who are not and port from the House of Mirrors and inner city.
members of the federation.
HOUSE OF MIRRORS: Every foreign arrival in Kor’Tuan
The characters need to get to Tuan, the capital city, for Itzel must pass through a House of Mirrors to be assessed.
to guide them to the rupture leading to Ixlpa. Or, if they
received the instructions from Ixti, they could find their own THE TESTING PLACE: New arrivals to Ka’Alum territory
way to the rupture from the capital. are herded here, to await distribution and employment.

The player characters must manage to pass through the THE POINT OF NO RETURN: Those deemed surplus to
strange welcome rituals and assessments in the House of Kor’Tuan’s needs, or those who will not submit to Ka’Alum
Mirrors. protocol are sent here. They are allowed some minor
movement within one of the fringe gathering sites of the city
Then, once accepted into Tuan, they need to secure attached to the port but are otherwise forbidden to move.
employment and gain favour from a member of the Ka’Vith,
the most elevated rank of Ka’Alum society, to acquire a
permit seal granting unimpeded passage on Kor’Tuan or risk Notes
being accosted, enslaved, or killed.

The characters have arrived on a new world. They have never


NPC’s set foot here before, and while they may have attempted
some research into the nature of the Ka’Alum, confronting
the real thing is quite a different experience.
AGASAHN: A Naqasti who has come to Kor’Tuan to
settle his father’s debt. Try and heighten the characters uncertainty when and where
you can, using the Arbitrary Events.
HIRITIIH: A dignified Timaniém who has come to
Kor’Tuan to offer her services as a bodyguard or As key landmarks of the route instructions are solely visible
assassin. from the capital city of Tuan, Itzel or the characters will not
be able to find their way to the rupture without spotting
MIMULK: An ambitious Harith trader, with federation these and setting off from there.
documents enabling him to trade legally in Tuan.

210
ARRIVAL ON KOR’TUAN BY BOAT ARRIVAL ON KOR’TUAN BY LAND

At some point the caravan or vessel emerges from If the characters were travelling by caravan, they
the Void and the characters find themselves on an stumble into glaring sunlight on a steep barren
alien world. If the characters arrive by vessel they hillside. Almost vertical mounds rise out the rough,
appear on a lake of deep cyan liquid. A harsh sun uneven ground all around and high peaks dominate
beats down from a pale sky, but the surrounding the horizon.
air is surprisingly cold, chilled by the icy lake water
below. In the valley below and in the distance seemingly
endless wagon-trains snake their way through the
A rugged landscape of mountains and rocky terrain precipitous mountains passes towards a faraway city
surrounds what appear to be a massive lake. On a – the Kor’Tuan capital, Tuan.
far shoreline a mas-sive city stretches up the sides
surrounding peaks – Tuan, the Ka’Alum capital of Heavily armed Ka’Alum Guards surrounding the
Kor’Tuan. From the city, multiple dusty dirt roads rupture indicate that they should join the wagon train
spread out like tendrils through the rugged landscape. headed towards to the city. They will use force to
Each road is bustling with slaves and draught animals, stop attempts to circumvent this.
forming endless caravans travelling to and from the
city. If the characters join the lumbering masses headed
towards the city, they will eventually reach the gates
Ka’Alum patrol boats surround the Void rupture, and the House of Mirrors.
leading incoming vessels towards the city docks and
blocking any ef-forts to sail in other directions. If the characters flee and manage to escape, they
will face the harsh environment of Kor’Tuan, and
The void vessel the characters used to arrive at have to find their way to the rupture while avoiding
Kor’Tuan is carefully moored. The characters gain Ka’Alum sentries and patrols. If they flee but are
their first sight of the strange new world. The Tuan captured, they are led to the gate and House of
city port is huge, with space for three dozen void Mirrors in shackles.
vessels of any size.

The entire port is, however, extremely carefully


arranged and constructed. As befits a society so
defined by its adherence to a labyrinthine system
of social stratification, the port is at once rigorously
organised and extremely difficult to understand.

211
Entering the city

Whether the characters arrive by land or via the lake there


are endless queues, different lines for new arrivals to join
and follow. Ka’Alum stand everywhere, carefully monitoring
everything. Their curious, elegantly beaked heads twist and
turn, contorting through every conceivable angle.

The port is split into three clearly demarcated zones. These


are the docks themselves, where the characters initially
arrive; the House of Mirrors, where they must go, initially,
to be checked and approved for entry into Ka’Alum; and
the Testing Ground, where visitors are sorted and employed
according to their skills, and desirability.

Thousands arrive every day, seeking lucrative employment There, the characters are given the opportunity to display
as prospectors, in the Ka’Alum mines, or in the enormous their various talents and earn an offer of employment (or
city of Tuan itself, where opportunities to make money are slavery) aboard the pleasure vessels of three distinguished
plentiful. Ka’Alum, who intend to conduct a cruise around the great
Kor’Tuan lake in the next few days. The characters’ aim is
Alongside those with the ambition to secure their future are to secure themselves a berth on one of these cruise ships.
the less fortunate. A great many of those massing in the port
are slaves, bought and sold by the Ka’Alum on distant worlds
and sent here to toil in the Kor’Tuan mines, or elsewhere.

These unfortunates are immediately sent to the Point of No ARBITRARY EVENTS


Return. There they are treated with the kind of concern paid
to luggage, until they can be sold onto another slave trader This scene contains a considerable number of
and sold on again at a cheap rate. Arbitrary Events. These are designed to be dropped
into the action as little moments of dislocation for
Many of these slave traders are not Ka’Alum, despite the the characters - reminding them that any feelings of
species’ reputation for being skilled in this horrifying line of security or complacency they might have achieved
work. Disobedience is not something countenanced by the in Llyhn are thoroughly gone.
Ka’Alum - it is entirely alien to their society.
• A passing Ka’Alum (of the Ka’Nikilin rank)
As a result, many slave traders have found lucrative slaps one of the characters across the face,
opportunities collecting those consigned to the Point of No cocks its beaked face quizzically, gauging the
Return and brutally subjugating them with either physical response, and then walks on as though nothing
violence or chemical means of suppressing the will. had happened.

The characters join the milling throng heading towards the • One of the Véh’Ka (the ventilated) abruptly
House of Mirrors where the Ka’Alum will process them interrupts the characters, uttering a list of
quickly and expertly processed by the Ka’Alum. Getting strange questions (for instance: what is your
around the House of Mirrors is possible but extremely favoured food? What music do you consider
difficult. most fitting for a god? What do your clothes
mean?) before nodding and walking away. As
By far the easiest way into Kor’Tuan is via the House of they do so, the characters can see the petals of
Mirrors and the Testing Ground. This also brings the flayed flesh, enabling the distant Ka’Vith to talk
characters closer to their objective. A conversation with through their medium.
any of those around them confirms this.
• A Ka’Alum is being punished for attempting
Within the House of Mirrors, the characters are briefly to move up a rank though assassination. The
interrogated, and subject to the Ka’Alum assessment wretched creature is being consumed alive by
protocols - giving fresh insight into the new world, and the Gristle Wrens that occupy the tops of most
affording the characters a chance to do some subtle buildings on Ka’Alum. The victim’s screams are
investigations of their own - before being swiftly shunted nodded along to by other Ka’Alum passing as
into the Testing Ground. though they were a well-known, and popular,
song.

212
3
2

Tuan
1. THE DOCKS
2. HOUSE OF MIRRORS
3. THE TESTING PLACE (ARENA)
Depending on what the characters decide to do, the Arbiter
can skip to the appropriate scene. If the characters choose
to join with the tide of different peoples heading towards
the House of Mirrors and being carefully divided into
different queues, then run one or more of the various social
encounters detailed below, before moving to the House of
There are several fellow new arrivals around the characters, Mirrors encounter, and then finally the Testing Ground.
any of whom may well offer advice, rumours, and nerve-
addled observations about the nature of Kor’Tuan, and the When the characters arrive in the city entry grounds, they
Ka’Alum. are thrust into a moving tide of alien life, all moving slowly
towards the House of Mirrors. Joining this slow-moving mass
Depending on the behaviour and attitudes of the characters, triggers the following social encounters, as the characters
any number of different events might occur, though the most await their turn in the mysterious assessment centre.
likely is them being sent (with some measure of force) to
the Point of No Return and having to find a new way into
Kor’Tuan.
QUEUE RUMOURS

Every queue filing, slowly and inexorably, towards


ARBITER’S NOTE the House of Mirrors is awash with rumours about
what awaits within. These include:
Most of those who appear to be in the queues of
people awaiting slavery seem quite resigned to their • Everyone who enters the House of Mirrors is
fate. This is true. subjected to a form of mental torture worse
than any physical pain.
The Ka’Alum’s reliance on slavery is extensive and • Each entrant is asked three questions, if you give
continues throughout the federation. As a result, the wrong response you are instantly consigned
many of the arrivals have been slaves for the to the lowest and most dangerous of the mines
Ka’Alum for many years; or are the children of to slave until you die.
slaves, ordered to Kor’Tuan to fulfil new roles. Any • You are confronted by every sin you’ve ever
thoughts of insurrection have long since vanished performed, and forced to justify them or the
from their minds. Ka’Alum murder you and dispose of your body
in an eternal fire kept burning within the House
The Ka’Alum are callous masters, and their of Mirrors.
punishments make mutiny unappealing. There is a
beaten-down quality to even the youngest of the None of these rumours are true. They are repeated
massed slaves. Even dominant, aggressive species like with increasing fervour and apprehension the nearer
the Talath are cowed by the Ka’Alum. to the House of Mirrors the characters become.

213
FELLOW FOREIGNERS
HIRITIIH

As they head off the Void vessel or leave the caravan, the Tall, exiguous, and with a dignified (if a trifle aloof)
characters join a vast throng of fellow arrivals. Many are bearing, Hiritiih is a Timaniém who has travelled to
slaves, but some, like them, are free and willing to engage Kor’Tuan with the intention of offering her services
in conversation as all wait in the enormous queues to enter as a bodyguard or assassin. She is eminently suited
the House of Mirrors. to either role, and has already fulfilled such tasks on
several different worlds.
There are many different species waiting, and the Arbiter
might have any of the following characters deign to speak to She is in Kor’Tuan as a fugitive, running from the
the character: Agasahn, Hiritiih, and Mimulk. fact she murdered her previous employer, though
she will not explain why.

She is extremely knowledgeable about the Testing


Ground, and explains that she is safe from reprisals
AGASAHN if she impresses a Ka’Alum with her martial prowess.

Agasahn’s father sent him to cover a debt to a Once chosen by a Ka’Alum as a retainer at the
Ka’Alum information broker and he has no illusions Testing Grounds, the Ka’Alum consider the
about what awaits him in Kor’Tuan. retainer’s life prior to their employment to be
erased. Few would risk crossing the Ka’Alum in any
He is not, he will tell the characters, an especially circumstances, and none would do so in their own
witty or ingenious Naqasti. As a result, he anticipates city.
being quickly consigned to slavery.
SUSCEPTIBILITY: 10 – Suspicious. Hiritiih is initially
He hopes he will not be sent to work in the Kor’Tuan resistant to conversation; until she has passed through
mines - infamously brutal places to labour - but the Testing Grounds, she could still be extradited by
kept as a house slave by the Ka’Alum his father is someone from her previous employer’s world. She
indebted to. Agasahn knows little of the broader can be won over and is an honourable and honest
society of Kor’Tuan but he is hugely knowledgeable interlocutor if so.
about Ka’Alum slaving practices.
CASTE STRATIFICATION: Muati. Hiritiih may
He has spent weeks asking anyone he meets what have been of a higher caste once; certainly, she
they know. As a result, he can tell the characters carries herself with the bearing of a high-caste. If
anything they wish to know about Ka’Alum whips, asked about this, she immediately becomes silent,
and about the pitiless punishments inflicted on any and her susceptibility rises to 13, as her mistrust of
attempting to escape the Kor’Tuan mines. the characters grows.

SUSCEPTIBILITY: No Roll – Helpful. Agasahn is AGENDA: Hiritiih currently has no agenda towards
almost embarrassingly eager to help, especially if it the characters but will be cordial if they secure the
thinks it might make his servitude more pleasant. favour of a Ka’Vith, hoping to gain employment
through association.
CASTE STRATIFICATION: Sharvah. His father
lost a great deal of money trying to secure insider
knowledge of major trade routes, hoping to elevate
his family. His failure has cost him his son.

AGENDA: Agasahn is friendly, polite, and


deferential. He may recur later in the adventure,
should the Arbiter need to introduce a friendly face.

214
MIMULK

An ambitious Harith trader, with federation


documents enabling him to trade legally in Kor’Tuan
and exempting him from slavery (a vital element of
any trader’s documentation when visiting Ka’Alum).

He has not visited Kor’Tuan before but is part of a


syndicate that has. As a result he has a good working
knowledge of what to expect, and what happens
to those caught trying to sneak past the House of
Mirrors.

He does not know what goes on inside the House of


Mirrors, but he knows that the Point of No Return
is where slaves are thrown. He also knows that the
Testing Ground is the place to go if you are looking
for employment.

Impressing the higher ranking Ka’Alum with some


talent or feat is the best way to catch their attention.

SUSCEPTIBILITY: 7 – Impartial. Mimulk is a


merchant. He will tell you anything for the right
amount.

CASTE STRATIFICATION: Muati

AGENDA: Mimulk has almost nothing in the way


of a secret agenda. He is mainly about profitable
exchange. If the player characters offer some
incentive - whether financial or informational -
Mimulk is likely to be won over.

ARBITRARY EVENT - FIGHT!

Conflict erupts between an exceptionally large Ghul,


and a thuggish-looking Shirr.

They begin flailing at each other, exchanging vicious


blows, and each raging in their own tongue.
The characters can try to intervene, splitting the
fight up, or they can use this spat as a distraction,
attempting to slip away and find another way into
Kor’Tuan.

The characters need to be quick either way, Ka’Alum


guards arrive extremely quickly to break the fight
up and restore order to the queues - the Ka’Alum
always arrive quickly when there is a risk of disorder
amongst slaves, or near to slaves. They do not want
anything disrupting their carefully maintained order.

215
Scene
cene 22 ::
House of M
Mirrors
S
H ouse of irrors

Synopsis

The characters pass through the House of Mirrors, learning


about themselves, and about the strange mystical elements
of Ka’Alum society as they do so.

The characters need to negotiate the strange interior and


rituals of the House of Mirrors, securing passage to the
Testing Grounds.

NPC’s

An unnamed Ka’Alum assessor of the


Ka’Eelith rank.

Locations

HOUSE OF MIRRORS: An enormous palace


where visitors to Kor’Tuan are assessed and
processed.

Notes

This should be a strange experience for the


characters, even by the standards of Black Void.

Lean into the weirdness, do not worry about things


making literal sense, so long as they make thematic
sense.

216
The Ka’Eelith asks a truly bizarre combination of mystic ritual
House of Mirrors and astonishingly esoteric bureaucratic questions, relating to
position, income, family.

This huge building towers above everything else at the All of these are used to decide the use to which a slave
Kor’Tuan dock, a mass of black stone, glinting bronze, and or visitor might be put, or the limits on the trading or
burnished sheets of an alien metal carefully affixed to the movements of a federation-sanctioned merchant.
outer walls. It is these vast, highly polished metallic sheets
which give the building its name, and also contribute to the Those who seek employment, or have skills they wish to
mysterious reputation of the place. show, are usually directed to the Testing Ground (provided,
of course, they meet the other standards of the Ka’Alum).
No one is entirely sure what these shimmering metallic plates
are used for. The Ka’Alum treat the individual plates with Many are simply given a location in which they are to
great care and respect, polishing them intensively each day, be slaves. The process is surprisingly fast; the Ka’ Alum
and ensuring that they are preserved against the constant perfecting their system over hundreds of years, so that
attentions of the weather. despite the vast scale on which the process is conducted it
occurs with astonishing celerity.
There are dozens of different entrances to the House of
Mirrors, with each column of new arrivals ushered to a Each character needs to pass through the House of Mirrors
different entrance. Presumably, which entrance a column and subject themselves to the Ka’Alum interrogation process.
is directed to is dictated by the type of visitor to Kor’Tuan, Once within the confines of the Hall, there is no way out
though there is little in the individual entrances to distinguish save via routes dictated by the Ka’Alum themselves.
one from another.

All of the entrances possess vast black-wooden doors,


studded with enormous bronze bolts. Each door is heavily
guarded by many Ka’Alum of the Ka’Limercroles rank.
THE ASSESSMENT
Within, the House of Mirrors is a collection of branching
passages. Large rooms give way to endlessly circuitous
corridors, leading again to larger spaces. The main encounter in this scene lies in the Ka’Alum
assessment. The player characters will undergo the Ka’Alum
Navigating the House of Mirrors without a Ka’Alum guide assessment process.
is said to be nearly impossible, and it is claimed that slaves
(and the odd unlucky federation trader) slipping away from As noted above, it is a strange and highly ritualised process,
their assigned path are found months later, starved to death with some obvious questions - name, profession, (caste),
in a corridor. purpose in Kor’Tuan - and others that are simply bizarre.

The walls of these apparently endless corridors are made of Each assessment is unique to the person undergoing it, with
slabs of the same black stone as the façade, but these walls the questions generated by the mystical Ka’Alum tarot -
are lined with slivers of crystal, polished glass, and other arcane cards which reflect the realities, desires, and beliefs
reflective or iridescent substances. of those touching them.
These dazzle anyone walking the corridors, making every
step of the journey through the House of Mirrors a startling, This is very much a role-playing exercise, enabling the
disorienting one. Arbiter to foreshadow future events in this campaign, and
This is quite deliberate. The Ka’Alum like to ensure that beyond, as well as empowering the players to add extra
their visitors are as docile and pliable as possible - especially depth to their characters.
if those visitors are slaves.
This section is designed to be as lengthy or as short as the
The assessment chambers within the House of Mirrors are Arbiter wishes. If your players love in-depth role-playing
vast, but endlessly subdivided into individual cubicles by huge sessions, then this is the perfect time to indulge them. If
shards of glass. they prefer action scenes, then you can move through this
scene more quickly, and head to the Testing Grounds
As each visitor - slave, visitant, or federation sanctioned instead.
trader - arrives in the chamber, they are guided into one
of the glass cubicles, where a member of the Ka’Eelith rank The characters reach their assessment chamber and are
awaits. each ushered into an assessment cubicle. These are small
rooms, approximately six cubits by six cubits.

217
Ka’alum Tarot
2D12 KA’ALUM TAROT IMAGE
2 A black rose, being struck by lightning.
3 A star imploding in a welter of sparks.
4 A naked woman dancing; she bleeds from the
nostrils.
5 A bloated Shirr observes the universe in a
glimmering crystal orb.
6 An avalanche of gold rushes off a mountain
top, burying a small town.
7 Four emush, gazing into a pool of roiling water.
8 A series of enormous flowers erupt from soil
blasted by the fire of dark sorceries.
9 A naked man, sobbing over the skull of a vast
whale.
A Ka’Alum stands in each, wreathed in robes made of light
silk and garlanded with strings of large, glimmering insects. 10 A swollen spirit waits in the darkness, watching
These are the ceremonial vestments of the Ka’Eelith; the silk a tiny world in an earthenware bowl.
is produced by large underwater spiders found in the great 11 A single vast flame emerges from a flat black
lakes not far from the city. circle.
12 The void itself, fluctuating through different
The insects are foetus-crabs, harvested and brought from
shades of colour.
the thousands of crustaceans which live in the streams
and rivers which forge their paths through the Ka’Alum 13 A bone-white tree sheds blood red petals
homeworld’s landscape. These foetus-crabs are still alive, over the skeleton of a creature too vast to be
and their twitching in the light offers up myriad reflections fathomed.
- reflections which the Ka’Eelith believe can be interpreted 14 A thin, impossibly tall woman reaches down
to determine the future. and examines the earth beneath her, looking
for something.
In front of the Ka’Eelith is cascade of purple metallic cords,
dangling from above and linked to a tangle hovering in the 15 A skeleton walks towards the edge of the
air at the back of the cubicle. This is the Ka’Alum tarot, a image, its hand outstretched in a smile of utter
strange esoteric combination of portents and oracles. joy.
16 A lake of deep, pinkish liquid is stained by
Once in the cubicle, each character is instructed to wrap golden rain.
their hands in the dangling cords. The metallic cords cling
17 A maliis settles itself over the face of a loved
to the character’s flesh with sinuous life. There is a warmth
one, in a disturbingly erotic fashion.
to the cords, and the sensation is more akin to holding hands
with a loved one than being coiled into metal. 18 A queenly Je’ehl wields a sword, carving the
air into shimmering chunks which she then
Any character with knowledge of Mysticism can make an consumes.
Occult Lore test and discover that the cords are somehow 19 A spindly, white-feathered Ka’Alum clashes its
esoteric and emanate an aura linked to the Void Sphere. If hooks together in a frenzy of squawking.
a character tries to resist this ritual, the cables writhe a little,
20 Exotic contraptions twitter and chatter between
but do little else.
themselves, their parts opening and closing like
the beaks of birds.
The Ka’Eelith in front of the character makes a note of this,
by whispering to one of the foetus-crabs strung around their 21 The Cosmos blossoms into life in a cascade of
neck. After a few moments of this contact between flesh matter, streaming outwards.
and cord, the cord-tangle hanging above begins to change 22 A blank scrap of papyrus twists around the arm
colour and coil as if alive, wrapping around each other to of a crying human child.
impossibly imitate images.
23 A gigantic mouth full of foot-long serrated
To determine what the image is for each character, roll teeth opens and shuts, spasmodically.
on the Ka’Alum Tarot table (re-rolling any duplicate 24 A series of translucent, ghostly worlds manifest
results): themselves one over the other in apparently
endless procession.

218
Ka’alum Questions
2D12 KA’EELITH QUESTION
2 What is the secret of the burning flower?
3 Why have you tolerated your enemy’s
existence for so long?
4 Do you believe you should be remembered
after death?
5 Why have you never cried over the absence of
the breeze?
6 What is the worst nightmare you have ever
The Ka’Eelith watches the tarot manifestation extremely wished to have again?
closely and makes several notes on its slate. It then poses
the characters a series of simple questions. These are: 7 What is your favourite dessert?
8 Have you ever picked a splinter from your
• Their name. finger?
• Their species (the Ka’Eelith are thorough and
9 The stars die…why have you never tried to
do not like to make mistakes, no matter how
stop them?
obvious the answer might be).
• Their path in life, profession, position, or caste. 10 Would you care for a sweet?
• The character’s greatest strength. 11 Why do you care so much about your
• The character’s most glaring flaw. appearance?

The answer to all of these questions are also noted carefully 12 What would you whisper to the Void, if it
on the slate. The players can decide their answers themselves. could answer?
13 What does a dying god feel like, if you touch
They can lie, they can refuse to answer, they can their hand?
prevaricate… the Arbiter should offer no guidance as to 14 Where have you been, my blue-eyed son?
how the questions should be answered.
15 How many deaths are you truly responsibly
Once these simple questions have been answered, the for?
Ka’Eelith looks again towards the tangle. There is a brief 16 What is a fair price for forgiveness?
shimmer, and it coils into a series of peculiar glyphs. The
17 What will your last breath taste like?
Ka’Eelith notes these down.
18 Why do you fear death, so very much?
These glyphs are untranslatable to any but the Ka’Eelith, and 19 What is the most precious possession you have
any other rank of Ka’Alum attempting to interpret them is destroyed?
subject to the Om’Ka’Ha - the most hideous form of death
the Ka’Alum possess. 20 Who wins in a fight between a Deep Devourer
and a Mind Nebula?
The next, and last, question asked by the Ka’Eelith is the 21 Have you ever considered a haircut?
most important and revealing. It is often hard to understand 22 What is the thing you should feel guiltiest for,
and is said to reveal the soul of the responder. The Arbiter but don’t?
should roll on the following table (re-rolling any duplicate
results): 23 Are you sorry your home burned into ashes?
24 What secret lies in the heart of a dead sun?

219
These questions are always unique, always generated by the The Ka’Eelith gestures to the queues and then begins
Ka’Alum tarot tangle. Once the character answers, the coils preparing for the next entrant into the cubicle, seeming to
suddenly turn coldly metallic again, dropping away from the forget the character in front of them even exists.
character’s hands, lifeless and inert.
The characters have passed through the House of Mirrors.
The Ka’Eelith jots down the answer to the question, then They gather on the other side of the cubicles, with the
spends a few moments reviewing the information amassed instruction to pass onto the Testing Grounds. They do not
in the last few minutes. After careful review, the Ka’Eelith have to, of course.
nods and begins to speak…
They could instead decide to pass straight into Kor’Tuan,
The Arbiter should choose one of the following options for exploring the enormous alien conurbation, and deciding for
each character - the actual judgements the Ka’Eelith reach themselves what to do next. Given their ultimate goal is to
are achieved via an unfathomable calculus, known only to board one of the pleasure vessels of the Ka’Vith, however,
those long initiated into the secretive ways of the Ka’Alum’s it makes most sense for them to head directly to the Testing
mystic cult. Grounds.

The Arbiter can use any metric they choose for determining
the best answers. We recommend either: the most honest
and truest to the character, or those which get the biggest
laughs around the table.

Alternatively, you can always simply roll a D6 and let the


fates decide for you (re-rolling any duplicate results).

D6 KA’EELITH PRONOUNCEMENT EFFECT

1 You have lied to the Void. You are tainted. You may pass to the Testing You are at -2 to any action you
Grounds, or we will take you as a slave. take in the Testing Grounds.
2 The Ka’Eelith have seen your soul. It is a poor, blighted thing. You will never You are at -1 to any action you
belong in Kor’Tuan. I pity you. take in the Testing Grounds.
3 You are…null. Inoffensive. It is possible someone may find a use for you. You are at +0 to any action
Perhaps. you take in the Testing Grounds
4 Hmmm…I think you will do well on the Testing Ground. You may be an asset You are at +1 to any action
to Kor’Tuan. you take in the Testing Grounds
5 Yes…yes. The Void has blessed you, and the Ka’Alum know greatness when You are at +2 to any action
they see it. You may be human, but you have potential. The Testing Ground you take in the Testing Grounds
will acclaim you.
6 If…if it were permitted, I would ask you to join the Ka’Eelith. You have more You are at +3 to any action
about us in you, than you have in common with your own frail species. The you take in the Testing Grounds
Testing Ground will reveal your greatness.

The Ka’Eelith then proclaim that the characters may ask a


question of them. This is an ancient tradition of courtesy, LEAVING THE HOUSE OF MIRRORS
and hospitality, among the Ka’Alum and is extended even
to those the Ka’Alum take as slaves. At the Arbiters discretion, and to instil a sense of
urgency, the characters may spot Prince Miyh leaving
The characters can ask anything about the city or world of the House of Mirrors in the distance, escorted by his
Kor’Tuan, the ways of the Ka’Alum, even random gossip honour guard of Halqu Sarrum soldiers and in the
about the comings and goings in the House of Mirrors… company of several Ka’Alum nobles.
the Ka’Eelith attempt to answer it honestly.
The characters may later recognize one of these
Once this final question has been asked, and answered, Ka’Alum nobles as one of the Ka’Vith bidders they
the cubicle brightens, revealing a grand hallway, leading did not affiliate with and whom they see the Princely
outwards into the city of Kor’Tuan. The throngs of envoy alongside on a competitor yacht during the
different alien species moving slowly forward suddenly Lavin’Duh hunt.
resume, though the queues are thinner than before.

220
Scene
cene 33 ::
The Testing Gr ounds
S
The Testing Grounds
Synopsis There is a gathering chamber, into which the characters and
the rest of the potential applicants are herded. Ka’Alum pass
among them, placing applicants into an order of appearance.
Arriving at the Testing Grounds, the characters are sent
swiftly into the arena. They approach the characters and ask if they would like to
be considered for employment as a group. They inform the
This is an opportunity for the characters to shine, to show off characters that several prestigious Ka’Vith are looking to
their best skills; let them be extravagant in their descriptions crew their pleasure vessels as part of a hunting expedition
and encourage them to really show off! and that the characters might suit their requirements.

The characters need not enter the harsh light of the arena
NPC’s Testing Grounds as a group (though this might be preferable
for the Arbiter).
Singly or as a group, they are still bustled and knocked by
BURUUN: A burly Naqasti scholar and sage. a series of passing creatures of all varieties, sizes, colours,
and creeds.
FIKKUR: An ageing Lamassu. Some carry weapons, others massive tomes of lore, some
pace up and down murmuring to themselves the words of
INDIBLU’ALU’ALA: A haughty Ghulah poet and what sounds like alchemical formulae, ready to recite them.
warrior.
The characters mill around, waiting to be shoved into the
MI’NATH: A curious Ka’Alum administrator. arena itself. While in the gathering chamber, they might again
run into Hiritiih, who gives them a curt nod of good luck.

Locations Mi’Nath, one of the Ka’Alum organisers, in the waiting area,


is prepared to talk to the characters, and share quite a lot
of information, though of course, he expects something in
THE PREPARATION HALL: A series of halls where the return…
participants prepare their performances.

THE ARENA: The vast amphitheatrical arena where the


particapants showcase their abilities to secure prominent
patrons and privileges during their stay on Kor’Tuan.

The Arena
If the characters choose to head to the Testing Grounds
immediately, they quickly reach an extremely opulent
amphitheatre, on the outskirts of Kor’Tuan. The main city
is visible from the arena, in a mass of fog and glinting onyx.

The arena itself is filigreed with gold and studded with gems
depicting the enormous figures of Ka’Alum engaged in
feats of strength, weaving mystical powers, or appearing to
declaim poetry from a scroll.

The entrance into the Testing Grounds themselves is via


an enormous gate, into which are incised dozens of thin
slices. Weapons protrude through these slices, and a row of
Ka’Limercrol observe the entrants to ensure peace.

221
MI’NATH

Minath is a Ka’Alum magistrate, and keen to size up


those waiting to enter the Testing Grounds.

He is disinterested [10] in the characters as


individuals but quite intrigued by them as specimens.
As a result, he will examine them quite closely (he is
especially intrigued if they choose to enter the arena
as a group).

In return for answering some questions about their


individual abilities and talents, and for allowing him
to jab at their faces, muscles, and equipment with
one of his stunted claws, he will tell the characters
the following info:

• There are three members of the Ka’Vith here


today, seeking a crew for their pleasure boats
- they are going hunting. The most exciting
and unusual groups are likely to attract their
attention.
• The Ka’Vith are the most elevated of the
Ka’Alum ranks; and they pay exceptionally well MINGLING
for those who impress them.
• The hunt is part of an elaborate and long-
standing wager between the three Ka’Vith, The players can spend more time talking to those, like them,
which has been running for several decades, waiting anxiously for their turn in the Testing Grounds. Most
with each upping the ante. are taciturn, gripped with nerves as they wait for their chance
• The current stakes revolve around who can in the arena.
kill one of the enormous Lavin’Duh reptiles
found in the depths of the Ka’Toruan lake. The
Lavin’Duh are enormous crocodilian beasts who BURUUN
feast on anyone foolish enough to fall into the
icy waters of the lake. A burly, but softly spoken Naqasti, Buruun is
a scholar and hopes to receive patronage from a
The three Ka’Vith are all quite different from one wealthy Ka’Alum to continue his lengthy histories
another, though the characters will not get any such of Llyhn. If he cannot secure that, he wants to teach
details from Mi’Nath. He is far too concerned about at one of Kor’Tuan’s prominent colleges. He has a
the possibility of someone hearing him give away good chance of achieving both goals.
such details.
SUSCEPTIBILITY: 4 - Cooperative: As with many
He does note, before he leaves, however, that scholars, Buruun is eager to talk and always flattered
humans have some novelty value for the Ka’Vith still, to be asked his opinion or advice.
so they may be able to secure lucrative employment.
Caste: Shahrvah - somewhat fortunate to have
SUSCEPTIBILITY: 10 - Suspicious: Typical methods received the level of education he has, Buruun Lith
of inveigling information do not work with Mi’Nath. is always grateful to have somewhat superseded his
The only recourse the characters have is to be humble origins and is deferential to anyone of high
prodded and poked at like pieces of meat. standing than him.

222
INDIBLU’ALU’ALA

A few, including Buruun, Fikkur, and Indiblu’alu’ala may be A spry, wily Ghul, Indiblu’alu’ala is a warrior-poet-
willing to talk with the characters. Each knows a little about mystic. She earned a reputation in Llyhn for killing
the three members of the Ka’Vith as detailed in the NPC her enemies in spectacularly gruesome ways and then
section. The Arbiter can choose what he wants the characters composing hauntingly beautiful elegiac ballads about
to learn from each. them afterwards.

Her arrival in Kor’Tuan has been anticipated


for some time, and she is absolutely confident of
FIKKUR
her ability to attract a high price. She is haughty,
arrogant, but also incredibly charming.
A wizened, even exhausted, Lamassu, Fikkur hopes
to find a comfortable job as bodyguard for a middle-
SUSCEPTIBILITY: 13 - Adverse: Talking to the
ranking Ka’Alum – they are not sure they have the
commoners is not something a true poet does.
energy to protect a Ka’Vith any longer, but think
She must spend her time communing with higher
they still have the skills and wit to look after someone
forces, things these lowly urchins cannot possibly
of Ka’Nikilin rank reasonably well. Fikkur fought in
understand.
many wars, over many years. The toll is starting to
show.
CASTE: Ma’Alu: Not quite of the highest caste (a
fact that still rankles with her), Indiblu’alu’ala takes
SUSCEPTIBILITY: 7 - Impartial: Fikkur is prepared
this frustration out on everyone of lower caste than
to talk but talking costs energy. They do not have
her, a living reminder of the social constraints binding
a lot of that left anymore, so they tend to speak
everyone in the confederation to their place.
tersely.

CASTE: Sahrhesh - They have fallen a fair way from


the peak of their power and prestige, but Fikkur is
Once the characters consider themselves ready, they are
still of a relatively exalted rank and demands respect.
ushered out onto the Testing Grounds, to display their
worth to the massed ranks of Ka’Alum society.

223
THE PERFORMANCE The noise and stink of a thousand Ka’Alum gathered in one
place mixes with the scents of species from throughout the
void worlds.
Slavery underpins every element of Ka’Alum society.
Their increasing role within the Federation worlds and the A ceremoniously dressed Ka’Alum waits in the centre of the
resistance of many powerful species to being enslaved has arena, and he greets the characters courteously, bowing to
meant the Ka’Alum now employ as many servants as they them and asking what they intend to do to earn the attention
do slaves. However, the concept of the slave market is still of the watching multitude. If the characters are entering as
embedded in their society. The result is the Testing Ground a group, the Ka’Alum accepts a group answer. Once the
- something between a gladiatorial arena, a theatre, and a characters have told the Ka’Alum what they intend to do,
daily market. the Ka’Alum announces it to the expectant crowd, who
respond with a murmur of interest. Then, the characters
It is one of the foremost attractions in Kor’Tuan for the make their bid for glory.
Ka’Alum. The performances are typically impressive, with
astonishing feats of memory, martial prowess, poetry, Running this scene is simple. The players should describe to
artistry, or sometimes, sheer mindless violence. the Arbiter which feat they want to perform; do they want
to fight a creature? Create and recite a poem? Do some form
The Ka’Alum, considering themselves discerning patrons of of void-specific stand-up comedy?
all art-forms, value each of these different displays of talent
equally highly. It is all entirely possible, and the more unusual and wilder
the idea, the more likely it is to capture the imagination of
Everyone who enters the arena is expected to give some kind the Ka’Alum crowd who, after a millennium of such stuff,
of performance. The Ka’Alum uses a range of sophisticated, possess jaded palates.
esoteric powers to enable their ‘guests’, as they like to think The stranger the idea the characters come up with, the
of them, to give their best performance. This means that better. Depending on what the characters decide to do to
there is no actual violence within the arena. win the crowd’s favour and an offer of employment, the
Arbiter should impose an appropriate test.
Undoubtedly, many extremely violent acts are committed,
but the creatures and enemies are all illusory or manifested. If the characters decide to fight something, then conduct a
Murdering beautiful animals for sport would be abject cruelty battle. If the characters choose to read a poem or perform a
and having valuable ‘guests’ killed would be bad business. play, then have them act it out and make a Performance roll.
The Ka’Alum do their utmost to avoid accusations of either. The only thing to remember is that the arena’s encounters
and occurrences are mimicked – the effects concocted by
The arena is an enormous amphitheatre, constructed as is a cadre of Mystics.
typical of Kor’Tuan, from onyx, though the seats are white
and resemble marble. It is divided into two tiers, with those Arbiters should conduct combat as though it were real, but
here to hire seated in the lower tier, closer to the action, at the end of it, win or lose, the opponent dissipates or
allowing them to make an informed judgement on those crumbles to the ground – characters’ injuries are halved as
they engage. the Mystic phenomenon dispelled.

The crowd sit above, munching on fish roe and other Suppose the characters choose to perform death-defying
Ka’Alum snacks, howling encouragement, applauding, and acrobatics. In that case, they may fail and plunge to their
cheering the most skilled participants. They also listen with apparent death… but they are soon back on their feet and
extreme interest to the offers made to successful guests. listening to the laughter of the crowd - cushioned just before
death by Mystic manifestations.
Making an incredibly generous bid for someone in the
Testing Grounds has become an acknowledged way of The Arbiter is free to expand on this scene as much, or as
notifying Ka’Alum society of one’s readiness, or intention, little as they like.
to ascend to a higher rank.

Several Ka’Vith first obtained the kind of notice and


reputation expected of one of the ruling class through
extraordinarily generous offers to the most exotic or most
able participants in the Testing Ground.

When the characters are ready, they are ushered into the
arena. From the relative quiet and cool of the gathering
chamber, the arena itself is an intense blast of heat,
noise, and light.

224
RESOLVING THE PERFORMANCE(S): Violent encounter balancing
DIFFICULTY THREAT POTENCY
Arbiters can have the players make a single roll
for the entire group, or alternatively, break the Easy Lesser Threat potency
scene down into a series of separate rolls, with the Average Equal Threat potency
characters needing to succeed at all of them to win
Challenging Higher Threat potency
over the crowd.
Demanding+ Double or higher Threat potency
The Arbiter can apply modifiers to the test,
depending on the players’ engagement and ingenuity,
as well as the characters’ circumstances and the The Arbiter should keep a note of both whether the
originality of their idea for impressing the Ka’Alum. characters succeeded, and if they manage to sway the crowd
as this will play into the offers in the next section.
Any performance- or influence-oriented capabilities
should also be permitted to impact the attempt.

The difficulty of the performance is up to the players and


their ambitions. The players choose whether they want to
make an easy, average, challenging, etc. performance and
roll accordingly.
However, whether they succeed in their performance or not,
they need to beat a score of 13+ in order to sway the jaded
crowd and potential bidders.
If the characters want to pursue combat in the arena, the
Arbiter selects a challenge depending on the difficulty and
participating characters.
Combined with the Violent Encounter Balance chart (found
in the Arbiter section), the below table can serve as a
guideline for choosing appropriate opponents.

Crowd pleasing
CHARACTER APPROACH MODIFIER
Deliberately encouraging, enticing, or +1
baiting the crowd.
Working together as a unified team. +2
Having a particularly original or unusual +3
way of impressing the crowd.

225
OFFERS

Once the characters have finished their performances, the


crowd responds.

• If the characters have swayed the crowd, they


are lauded; there is the soft, persistent noise If the characters performed well, this interest might be
of feathers being ruffled together, and raucous genuine, but even then, it is less important than frustrating
shouts. the intentions of Vith’Migus as much as possible. As a result,
• If they succeed but do not sway the crowd, there the characters are suddenly the centre of a bidding war! They
are scattered murmurings and dismissive gestures. are going to have to decide which crew to join…
• If they fail, there is muted laughter.
Each of the Ka’Vith make a grand pitch to the characters
Either way, as soon as the Ka’Alum who introduced the - these are all conducted through the Ka’Vith’s respective
characters returns to ask for bids, Vith’Migus is on his Véh’Ka; for simplicity’s sake, however, refer to the
feet, his most beautiful and trusted Véh’Ka (a ventilated respective Ka’Vith.
individual) at his side.
Vith’Migus likes humans - perhaps a little too much for These are as much for the benefit of the crowd as for the
some of his kind - and the characters’ performance is not as characters. The Ka’Vith need to reinforce their status in
important to him as the fact that they are human and here. Ka’Alum society. This is done through grandiose statements
of intent, declarations of payment, and promises of opulence
As a result of Vith’Migus’ interest, the other two Ka’Vith for those who serve them faithfully. It is all extraordinarily
present at the Testing Ground today - Vith’Sekunn and mannered and deliberately theatrical.
Vith’Ilun - declare their interest.
The Ka’Vith are each planning a cruise around the vast lake,
adjoining Kor’Tuan, and want a crew to hunt for Lavin’Duh
- the hideous crocodilian creatures that make their nests in
the mud at the bottom of these lakes.
Territorial, vicious, and capable of sinking small boats with
a flick of their rear flippers. They are also highly prized in
Kor’Tuan for their tough hides, used to manufacture many
vital goods from book covers to armour.

KA’VITH OFFERS

KA’VITH OFFER IF THE OFFER IF THE OFFER IF THE


MEMBER PERFORMANCE IS PERFORMANCE IS PERFORMANCE IS FAILED
SUCCESSFUL AND THE SUCCESSFUL BUT THE
CROWD IS SWAYED IN CROWD IS NOT SWAYED
TESTING GROUND
VITH’ILUN Money: 30 crystal Laakh Money: 20 crystal Laakh Money: None, she offers to
per day - Additional Duties: per day - Additional Duties: take them in as a charity.
Preparing, and sharpening Preparing, uniforms and serving
weaponry and armour. implements. Acting as a servant
Bodyguard duties for Vith’Ilun for Vith’Ilun’s guests, and
and her guests. serving food and drinks.
VITH’MIGUS Money: 20 crystal Laakh Money: 12 copper Laakh Money: None, he offers to take
per day - Additional Duties: per day - Additional Duties: them in as a charity.
Entertaining Vith’Migus Entertaining Vith’Migus and
with tales of Earth before its his lackeys with tales, music,
destruction. dancing, and serving drinks.
VITH’SEKUNN Money: 35 crystal Laakh Money: 22 crystal Laakh per Money: 5 crystal Laakh per
per day - Additional Duties: day - Additional Duties: Acting day - Additional duties: Harsh
Overseeing the slaves, and as servants for the crew, as manual labour and selected
ensuring they remain obedient. well as Vith’Sekunn and his dubious tasks.
entourage.

226
In the arena
we are all
just pawns

227
As Vith’Migus is the first to declare his interest, he makes
the initial appeal to the characters, followed by Vith’Ilun and
Vith’Sekunn. Naturally, their offers differ depending on how
the characters performed in the Testing Ground.

The individual offers are found below. The Arbiter, however, VITH’MIGUS
is encouraged to adjust them depending on the characters’
performance in the arena. A recent entry to the ranks of the Ka’Vith,
Vith’Migus is a determined and intelligent political
If the characters succeeded or botched with particular operator.
flamboyance, adding, or subtracting a few Laakh per day
is absolutely acceptable. Additional notes on the individual He has used his mercantile instincts to propel
Ka’Vith are supplied below. himself into the upper echelons of Ka’Alum society,
something he planned meticulously for many years,
The characters can opt for whichever deal they prefer. Once and is now enjoying the benefits of his status. He
they have chosen, their selected Ka’Vith raises their hands finds humans fascinating, for the same reasons
in triumph, nods courteously to their fellow bidders, and Vith’Sekunn finds them impossible.
turns to leave.
As a result, he regularly employs humans for specific
The characters are pointed towards an exit from the arena, tasks. He often spends much of his time setting them
where they are met by the attendants of their chosen strange, whimsical little tasks, such as appointing one
Ka’Vith. The characters are employed and escorted to the of his humans as the nominal leader and then having
yacht of their chosen Ka’Vith. the rest of them be rude or dismissive. Something
never allowed in Ka’Alum society.

Working for Vith’Migus is reasonably lucrative but


VITH’ILUN filled with annoyances, mostly stemming from the
employer himself.
One of the Ka’Vith’s most respected members and
one of its oldest, Vith’Ilun has enshrined herself as
the chief authority on Ka’Alum lore and heritage.

As a result, she is invited to virtually every major


Ka’Alum gathering, and no party or outing of the VITH’SEKUNN
societal top echelons is complete without her. She is
indifferent to humans - they are just one more dismal A ruthlessly effective political operator, Vith’Sekunn
lesser species. dislikes humans intensely. He finds them intellectually
sloppy, sentimental, and conceited.
Vith’Ilun is entirely disinterested in the federation as Their reluctance to fully embrace the Ka’Alum way
a whole, recognising that while it may have political of life, chafing against the constraints of standings
advantages for the Ka’Alum, the practical reality is and hierarchy, makes them unusable for most tasks
one she has no wish to be involved in. required of Ka’Alum servants.

She expects any humans in her employ to be Vith’Sekunn is, however, a pragmatist. What makes
effective, quiet, and untroublesome. She does not humans impossible to deal with as long-term servants
pay especially well, but nor does she make exorbitant makes them extremely useful for certain, carefully
demands. selected purposes.
To this end, Vith’Sekunn is always on the lookout
for new humans he can utilise and then discard. His
payments are excellent. His tasks can be… dangerous.

ARBITER’S NOTE

The two remaining Ka’Vith may very well feel


scorned at the characters’ rejection and seek reprisal
for their animosity later.

228
229
Scene
cene 44 ::
The Pointofof no
no return
Return
S
the point

Synopsis Locations

If, for any reason, the characters are captured without permit THE POINT OF NO RETURN: A vast barren campsite
seals allowing them free range on Kor’Tuan, they are sent to where slaves and other outcasts are interred until they are
the Point of no return - a harsh prison camp for those the sold, die, or are otherwise disposed of.
Ka’Alum deem to have no worth other than being worked
to death. Those interred here are treated as less than dirt. The dying,
crippled, and despondent line the dusty paths, shackled to
The characters need to get bought or flee as quickly as metal rods in the ground, exposed to wind, weather, and
possible to escape the horrors visited upon prisoners in the Gristel wrens picking at their exposed flesh.
Point of no return.

NPC’s Notes

An unnamed Ka’Alum of the Ka’Limercrol rank, The characters should quickly recognise that this is where
commanding the camp section the characters are the callousness of the Ka’Alum species is at its most evident
imprisoned in. and realise the urgency of getting out.

230
Point of no return

Everyday slave traders enter the grounds, picking out


individuals to work the fields or quarries of Kor’Tuan. Should
the characters manage to attract attention, they may get sent
to work either in the fields outside the city or to the quarry
in the Crescent Ravine.

In the first case, proceed to “Leaving Tuan – Enslaved”. In


the latter proceed to “The Deteriorating Quarry”, but with
the characters arriving in chains and set to excavating the
oddly-hued purplish rocks.

ARBITER’S NOTE

The characters or Itzel may realise that they are


headed in the direction of the rupture if they are sent
to the Crescent Ravine. They may also spot Prince
Miyh as he passes through the deteriorating quarry.

Should the characters attempt to flee, they have to escape


their bonds, kill or avoid several armed Ka’Alum sentries
keeping watch at all times, and make it out of the city
without getting recaptured.

They can find some equipment and gear to help their escape
and later survival in the guard barracks in the camp.

231
Scene
cene 55 ::
The Cruise
Cruise and
andThe
theHunt
S
the Hunt
Synopsis Locations

The characters experience the opulence of a Ka’Alum cruise THE LAKE: The mountain lake is immense and close to its
before being ushered into the freezing waters of the lake to surface, within eyesight of Tuan, floats the Void rupture via
hunt Lavin’Duh. which the characters likely come to Kor’Tuan.
The lake is so vast that it takes a week crossing it, and it is
so deep that the waters are persistently cold, chilling the
NPC’s surrounding air and shoreline.

THE PLEASURE YACHT: The yacht of a Ka’Vith is a


LA’MINUH: An aspiring, competitive, and passionate colossal luxury vessel. Each vessel carries several smaller
Ka’Nikilin. hunting dinghies, enabling the characters and other hunters
to disembark the large and slow ship to hunt Lavin’Duh.
TA’GULUN: An equally ambitious, though more
traditional, Ka’Nikilin.
Notes

This scene shifts between frivolity and fear. Be prepared to


switch tone quickly, and violently, to achieve the outcome
you want.

232
Departure As the yacht sets out, the characters notice that two other
vessels, almost identical to the one they are on set sail
simultaneously and strike out in the same direction as they.
The Ka’Vith pleasure vessels are vast, incredibly opulent, and
filled with every possible luxury. While each has a different As they emerge onto the lake, they will note that the
décor based on the owner’s individual tastes, they possess temperature is significantly lower than in the surrounding
virtually identical layouts. Each ship has three levels. mountains, and as they get further away from shore it
continues to drop until it feels perpetually chilly.
UPPER DECK: The upper deck is large, open, and made of
ebony inlaid with copper and gold. Ka’Limercrol patrol the This Lavin’Duh hunt is part of the ongoing wager between
perimeter carefully, keeping an eye on the slaves and servants the three Ka’Vith. The hunt is a competition with three
the Ka’Vith retain. main objectives that begins as soon as the first Lavin’Duh is
The upper deck, used for viewing the lake, relaxation, and spotted. The spotting yacht raises a streamer, and from then
the various games popular among the elevated ranks of the the hunt lasts until the same time the next day. During this
Ka’Alum; a large number of Véh’Ka, ventilated servants, time, the competing crews attempt to achieve the following
pass among the guests, bowing, and speaking in their ugly, goals:
wheezing voices.
However, a number of the lower ranking Ka’Alum are much • Getting the first kill.
less formal, happily talking between themselves and with • Getting the biggest kill.
guests of other species. • Getting the most kills.

SECOND DECK: The second deck are quarters for the Onboard the vessel, the characters have the opportunity to
Ka’Vith owner and their guests, along with large chambers ready themselves for the hunt to come and begin to gain
for feasting, relaxing, and other less salubrious activities. the trust of the Ka’Vith employing them. This is also the
character’s first chance during their trip to Kor’Tuan to begin
LOWER DECK: The lower deck is for the slaves and servants, to assemble information about the quest that drew them
the stores, and other supplies. through the void itself.

INDIVIDUAL KA’VITH YACHT DÉCOR

LEVEL DÉCOR - VITH’MIGUS DÉCOR - VITH’SEKUNN DÉCOR - VITH’ILUN


UPPER DECK Lanterns containing small Gold. Gold is layered onto Austere, pared-back, extremely
gleaming spiders hang every surface, except the elegant. Mostly made from
from every surface, making utterly black floor. white marble. This is in contrast
everything shimmer and glow. to the enormous quantities
of jewellery worn by most
attendees.
SECOND DECK Several original cuneiform Jets of wine shoot from the Blood-red sheets are suspended
tablets are laid out - genuine walls in cascades; the more from the ceiling, rich, pungent
Earth artefacts, as Vith’Migus debauched Ka’Alum drink from incense fills the air. There is a
tells anyone who sees them. them thirstily. band of Ka’Alum strumming
stringed instruments.
LOWER DECK Relatively comfortable quarters Sparsely furnished, but the Virtually bare. A few ragged
for servants and slaves; the walls slaves and servants are kept blankets, a bucket with stagnant
are bedecked with elaborate well-fed and warm. The lower water. Little else for the
frescoes depicting Vith’Migus’ deck is stocked with bunk beds. servants and slaves to cover
generosity to those who serve themselves with.
loyally.

233
A few more experienced hunters on board the vessel offer How well the characters perform their assigned duties – as
the characters a little more information about their intended dictated by the offer they received in the arena – will reflect
quarry - the Lavin’Duh. on how they are treated by their Ka’Vith patron and the
other guests.
The information the characters can discover about the
Lavin’Duh prior to the hunt, either from these hunters or The Arbiter can weave in some of the NPCs the characters
from the random event detailed below can be found in the have already met as they perform their duties on board the
following box. ship, or, alternately, use either La’Minuh or Ta’Gulun, one
of two NPCs introduced and detailed in the timed event
below.

LAVIN’DUH - THE MOUTHS BENEATH Both are lower ranked Ka’Alum, looking to cultivate the kind
of acquaintances, favours, and gossip that might just allow
Should the characters make inquiries about the them to elevate themselves. Both of the NPCs are linked to
creatures they are supposed to hunt, the following arbitrary events which can if the Arbiter chooses, take place
information can be gained by talking with the onboard the vessel.
Ka’Alum or experienced hunters on board the vessel.
It is up to the characters’ efforts and skill rolls to
determine how many facts they may glean before
the beast’s sighting.

• The Lavin’Duh (which loosely translates to


something equivalent to the Mouths Beneath)
are gigantic, voracious predators, and are
amongst the most dangerous creatures on
Kor’Tuan.
• They are typically between six and fourteen
cubits in length, immensely strong, and powerful
swimmers.
• Their outer hide is incredibly tough, resistant
to most weapons, and, as a result, killing one
is extremely difficult and the Ka’Alum like to
leave the hunting to their servants and slaves.
• They do possess one fundamental weakness,
however: their multiple small eyes - required to
see in the silt-thick, murky water they inhabit
- are incredibly photosensitive, and relatively
easy to hit with a well-directed harpoon when THE BET
emerging to observe the surface.
• They beach themselves for mating and giving
birth, but otherwise, stay in the water. The Two lower-ranking Ka’Alum members (of the Ka’Nikilin
Ka’Alum consider it unsportsmanlike to hunt rank) get into a slanging match, trading insults, and pushing
beached animals. each other to make grander and grander claims for their own
wealth and prestige, and, most importantly, how the other
should conduct themselves in society.

ARBITER’S NOTE This is a regular part of Ka’Alum society, and most onlookers
do nothing to try and calm the situation - instead, preferring
Should the characters at any time observe the other to supplement the various jibes with their own observations.
yachts sailing alongside them, they may notice the
Princely envoy strolling the upper deck conversing
with one of the competing Ka’Vith.

234
Eventually, the Ka’Nikilin fan their tail feathers and open Each character should make a “basic” Intellect roll. All
their beaks in the ancient sign of challenge. who pass the roll acquit themselves reasonably well in the
But rather than duelling it out (terribly bad form on someone game, anyone who fails is mocked mercilessly both by the
else’s cruise), the two Ka’Nikilin demand that the characters Ka’Alum they are gaming with, and those watching the sight
make up the numbers in a game of Veydux - a Ka’Alum of humans playing Veydux.
gambling game - so that they can determine which of them
is the smartest. During the game, the characters can ask any questions
they like, both about the hunt or about the presence of
other humans in Kor’Tuan. Both La’Minuh and Ta’Gulun
are exceptionally well connected and, while not exactly
LA’MINUH forthcoming, may divulge a few details:

Young, fiery, and determined to make a name for


himself, La’Minuh is an objectionable yet charismatic
Ka’Alum. He rejects much of the existing, highly INVESTIGATION: SURROUNDING AREA AND
ritualised elements of Ka’Alum society, finding the RIFTS
strangeness and exoticism of other worlds to be
much more to his taste. La’Minuh and Ta’Gulun may, if adequately
blandished, reveal some or all of the following
SUSCEPTIBILITY: 10 - Suspicious: La’Minuh’s information:
aggression and youth make him intractable and
resistant to questions. He is, however, impulsively • The surrounding mountains are mostly barren
talkative. and in places riddled with quarries where slaves
and other labourers mine for ore, meteoritic
minerals, and rocks used for construction.
• Apart from the major rift on the lake, another
TA’GULUN minor rift is located within a day’s trekking from
Tuan on a steep hillside extending down to the
A little older than La’Minuh but no less prone lake.
to bursts of temper, Ta’Gulun is a traditionalist, • It is rumoured that there are Void ruptures in
seeing the baroque systems of Ka’Alum life as being caves and uncovered in mines and that some
superior to all other codes and styles of existence. of these are volatile, transfiguring the otherwise
placid wildlife into monstrous horrors.
SUSCEPTIBILITY: 7 - Impartial: Ta’Gulun is so • If explicitly questioned about humans akin to
utterly convinced of the superiority of Ka’Alum ways Itzel, they have heard about humans wearing
of life, and culture, that he is relatively open and jade trinkets who have been caught wandering
friendly to all other species. He is relatively easy to the mountains to the east.
talk to if one can get past the constant tone of pity
and condescension.
Beyond this diversion, the cruise is relatively peaceful. The
various members of Ka’Alum society, and their invited
guests, enjoy the sights and sounds of the lake. During the
If the characters refuse or try to point out that playing day it is chilly and at night it is frigid, but the vessels are
with other Ka’Alum would make for a much more exciting well heated.
game, the two Ka’Nikilin laugh - the character’s ignorance
is precisely the point. If the characters still resist, then the Large birds, seemingly with crystalline feathers, swoop low
Ka’Vith who hired them instructs them to do as requested over the water. Small fish occasionally tear through the
or face severe consequences. surface of the water, like little shining bullets. From the
shore, turquoise-maned fox creatures called Muan’til watch
Once the characters agree to participate, the Ka’Nikilin deal the vessels pass by, chirruping loudly.
out a series of bizarre, and esoteric cards and begin playing
in earnest.

235
GETTING READY

As the yacht nears one of the areas known to have


Lavin’Duh, the other hunters onboard begin preparations,
sharpening harpoons, greasing their bodies, and so on. There
is a variety of gear, tackle, and weaponry available for the
hunters and characters to choose from. LAVIN’DUH HUNT EQUIPMENT

An odd mask stuffed with air-rich moss, primitive goggles TRACKING HARPOON: Long, heavy, and barbed harpoon
made from leather and transparent quartz, rocks with intended for thrown attacks from the deck of a vessel.
straps used as ballast for deep-diving, submersible air-filled Affixed with a line holding a bleached, air-filled bladder
membranes for breathing, tracking harpoons with attached functioning as a surface float, this weapon is meant to trace
floats for tracing diving Lavin’Duh, shearing harpoons Lavin’Duh as they dive. Type: Thrown / Size: 4 / Range:
especially designed for penetrating the membrane of Thrown / Damage: D12 / Properties: Piercing [2]
Lavin’Duh skin and harpoon slings, the legendary Ka’Alum
underwater suits - a full-body waterproof suit for diving. SHEARING HARPOON: Short, incredibly sharp harpoons
fitted to a sling for underwater propelling. Type: Projectile
There are also unusual crystals, that – when broken – sling / Size 2 / Range: 2/4/8 (with harpoon sling) / Damage:
produce a flash of light and glow-worms in containers D6 / Properties: Piercing [3], underwater use
producing a faint light to guide the divers in the murky
depths. HARPOON SLING. A fairly simple contraption made of
a shaft holder for stabilising and aiming the harpoon, and
A veteran Pajurr hunter named Muka offers to help the stretchy ligaments for propelling the harpoon forward when
protagonists prepare, explaining the equipment, and a triggering mechanism is released. / Properties: underwater
proposing to train them in the usage of the Harpoon sling. use

FLARE CRYSTALS: Tiny crystals that, when crushed


between two digits, produce a blinding flash of light of up
ARBITER’S NOTE to four cubits distance underwater. Anyone, including the
characters, directly exposed to the flash are blinded for D4
Any character that accepts Muka’s offer is trained rounds.
for several hours and promptly gains a basic ranking
in the harpoon sling combat skill. GLOW-WORMS: Trapped in small jars, these small worms
produce enough light to illuminate a radius of up to three
One point of experience must be used to obtain this cubits underwater but are visible from distances of up to
skill, but if the character has no unused experience twenty cubits.
points at this time, it can be deducted at the end of
the ongoing session instead. KOR’TUAN DIVING MASK: A lacquered leather mask
covering the mouth and nose, stuffed with moss retaining
enough air for fifteen-minute consumption by a human-sized
creature.
The characters are offered some sort of rancid-smelling
grease to smear on themselves to counteract the effects of QUARTZ GOGGLES: Fabricated from transparent crystals
the chilly water and can select the equipment they prefer covering the eyes and held in place by leather frames and
from the Ka’Alum vessels’ hunting armoury. straps, these goggles enable the wearer with almost normal
vision underwater. No underwater penalty applies for vision,
At their request, characters can have lines attached to their but darkness and other ordinary penalties still apply.
belts for the crew to pull them back to the surface if need
be, but this is considered craven by the veteran hunter SUBMERSIBLE AIR-FILLED MEMBRANES. A membrane
divers. filled with air; balanced and weighted down with rocks,
provides an underwater air reservoir to be accessed by divers.
As the characters board their dinghy, a Véh’Ka warns
them, that returning without a dead Lavin’Duh is… KA’ALUM UNDERWATER SUIT: A suit designed to
unlikely to be looked upon kindly by their new master. counter hypothermia and other underwater-related hazards.
The full-body suit protects everything but the hands and
face from exposure to the Kor’Tuan mountain lakes’
freezing waters. Material: Lavin’Duh hide / Category: Full
body / DMG RED: 1 / Bulk: 3 / Properties: Waterproof,
cumbersome, +3 against environmental effects.

236
THE HUNT LAVIN’DUH HUNTING

As soon as the first Lavin’Duh is spotted the hunters


As the yacht continues across the lake there is a low thrum dash to equip themselves while crews prepare
of nature everywhere. Until, quite suddenly, there is not. specialised dinghies for the hunt as the yachts are
too cumbrous for hunting and the owner tends to
The noises of birds and fish and fox are gone, replaced by prefer less risk of damage to their precious property.
ominous stillness.
A barbed harpoon with a bleached and inflated
From the port side, a Ka’Alum gives a shout. A sinuous, bladder attached is thrown at the Lavin’Duh to track
reptilian back breaks the water and disappears again. It is its movement while submerged. The crew whose
a Lavin’Duh. Suddenly all is activity as the preparations for tracker harpoon pierces and sticks are the only ones
the full hunt begin. allowed to hunt that particular Lavin’Duh. Different
crews use differing bleaches to differentiate between
The characters are quickly loaded up with the necessary tracking bladders.
gear and then ushered into the dinghies; all around them,
the Ka’Alum watch, whisper, and exchange money, trying Occasionally Lavin’Duh can be killed using only
to determine who will survive and whether they will catch harpoons from the surface, but mostly they dive and
anything, and so on. stay on the bottom, forcing the hunters to dive into
the murky, frigid waters to finish the kill.
The hunt is on! The Ka’Alum have developed various equipment for
hunter-divers to survive the icy temperatures and
remain submerged for extended periods. Still, it is
remarkably hazardous as Lavin’Duh are aggressive
and capable killers.

Once a Lavin’Duh dies it can be pulled to the surface


by the rope attached to whichever harpoons as still
embedded in its flesh.

237
Once adequately suited up, each character and three This can be used to heighten the characters’ apprehension,
other servants are given a barbed harpoon for tracking as they try to navigate through the murk and emerge, more
the Lavin’Duh and lowered into the two waiting dinghies or less, intact.
belonging to their Ka’Vith. This is something of a ceremony,
with the Ka’Alum standing on the deck and hooting, When the Arbiter thinks the atmosphere is sufficiently tense,
stridently, into the gelid air. then the following occurs:
A successful observation roll [10] allows a character to
Four rowers operate each dinghy, which can fit up to six identify fluctuations in the water ahead as likely being made
hunters. As the characters set out from the yacht. They see by the rear flippers movements of a Lavin’Duh. They might
hunter dinghies being launched from the two other Ka’Vith not be able to see if through the muck, but it is definitely
yachts as well. there.

As the characters’ yacht spotted the Lavin’Duh, they have The beast is maybe fifteen cubits away and does not seem
the advantage and get close to the beast first. Each character aware of them…yet. If one of the characters succeeds on
gets a chance to throw a tracking harpoon at the surfacing such a test, then the party gets a chance to plan their attack,
Lavin’Duh and instigate the hunt. coordinating how they want to try and kill it. They can
surround it, hoping to overwhelm it or attempt to blind it
Hitting the Lavin’Duh is requires a DV 8 thrown attack with their flare crystals before going in for the kill. Whatever
(modified for range). For the harpoon to penetrate and the characters want to try, they can.
stick, the weapon must cause at least 6 damage; otherwise,
it does not pierce enough and the harpoon head holding the Should the test be failed, then the first thing they notice
line with the tracing bladder falls out. about the Lavin’Duh is the size of its teeth and the speed
with which it courses through the water, determined to kill,
Once the first tracking harpoon gets stuck the great beast and eat every single one of them.
attempts to dive and settle on the bottom, forcing the
characters to dive in to finish the kill. The fight is on…and it is going to be brutal!

The water is icily cold, and visibility is extremely restricted.


The characters can only see about seven cubits in front of
themselves at any time, even with their glow-worms. Vision
is heavily occluded with mud, silt, and the various slag
waste which the Ka’Alum mining dumps in the lakes, and
light scarcely penetrates beyond the character’s immediate
vicinity. Proceeding through the lake is hard-going
and the Arbiter should have each character make
a Sanity check to determine how well they are
coping with the tension of swimming in a pitch-
black lake, hunting a giant reptile they know
virtually nothing about.

This scene can be as long or as short as


the Arbiter chooses. It is certainly possible to
have several smaller, less dangerous lake monsters
lunge out of the darkness.

238
THE LAVIN’DUH HUNT Lavin’Duh
The Lavin’Duh is in its native environment and is
AGILITY 5 HEALTH 63
determined to kill those pestering hunters. It will
exploit the environment and limited visibility to its AWARENESS 3 SIZE Huge
advantage, making swooping or ramming attacks STAMINA 7 MOVE 7 (swim) / 2
before diving away into the murky depths. (clamber)
STRENGTH 6 WEAPON Bite (+4) /
The Lavin’Duh fights to the death, determined not
ram (+3)
to cede its territory, no matter how gravely injured
it might be. It is a dim creature but fierce. In its INTELLECT 0 REACH Close (0)
enraged state it may be lured to the surface where PERSUASION 0 ATT SPEED 0 / +3
the characters are less disadvantaged.
PRESENCE 0 DMG D12+3 /
PRIMARY ADVERSARY: Lavin’Duh 2D6+3
WILLPOWER 0 DV 6
LOCATION: The depths of a Kor’Tuan mountain
PROTECTION 3 (0)
lake.

ENVIRONMENT: Underwater. The Lavin’Duh ATTRIBUTES: Eye membranes, large fangs, huge,
is found on the lake bottom at a depth of multiple eyes, piscine, and tough hide
approximately 20 cubits. The water is frigid and (3).
non-aquatic combatants are subject to suffocation
without an air-supply. SPECIAL: The skin is less tough around the eyes,
conferring protection 0 for the face.
COMBAT CONDITIONS: The rules for submerged
combat apply. A -3 penalty applies to all physical Subsequently the characters get invited into a private
actions, including attacks with weapons not designed audience with their Ka’Vith.
for underwater usage. Sheering harpoons fired with
harpoon slings are exempt. As an aquatic creature, They are graciously allowed to keep their equipment if they
none of the penalties for aquatic combat applies to wish and given a 150 Laakh bonus for their bravery. They
the Lavin’Duh. On a critical mishap, the character are allowed one boon for each victory they have secured –
must make an Agility roll [7] or lose a random piece which could be the permit seal needed to leave the city and
of hunting equipment in addition to the regular travel unhindered on Kor’Tuan.
effect.
If they ask the Ka’Vith questions about the world, the
POTENTIAL PARTAKERS: If the Arbiter feels so Ka’Alum, and so on, he will humour them and answer,
inclined, nearby male Lavin’Duhs might be roused or albeit his indulgence has its limits.
agitated by the scuffle and strike out at the characters
but then retreat unless engaged. However, failing to secure a Lavin’Duh and requiring rescue
is an option the characters are best avoiding. They are
The Lavin’Duh will continue assailing the characters dragged down to the lower deck and immediately considered
until either it or they are dead. If the characters and treated as slaves.
retreat into the dinghies, the Lavin’Duh attempts
to sink these by breaching the surface and crushing Either way, the characters return to Tuan on the yacht and
the small boats. Only if the characters manage to are brought to the palace of their Ka’Vith.
get back onto the yacht will the Lavin’Duh halt its
assault.

CONTINUING THE HUNT

If the characters are victorious, they have managed to get the At the Arbiters discretion and following the
first kill of the hunt and can be hauled back to the surface characters’ wishes, they can continue hunting
with the body of their prize. Lavin’Duh in order to secure their Ka’vith victory in
They are rapturously received by the Ka’Alum aboard the the categories of the biggest kill and/or the most kills.
ship and showered with praise by the Ka’Vith who hired
them. Any subsequent hunts follow the same structure
as the first Lavin’Duh fight encounter, albeit the
Once the hunt is over and the characters have returned to Arbiter is free to introduce additional hazards,
the yacht in triumph, any injuries they may have sustained larger Lavin’Duh or other elements to increase the
are treated by the Ka’Vith’s adept physicians. difficulty.

239
Scene
cene 66 ::
R etu rn to
to TTuan
S
Return uan
Synopsis

Whether the characters return as victorious hunters or in


chains, they need to leave the city to find the rupture in the
mountains to the east.
The prince is ahead of them and is set to depart shortly after
the return, prompting the characters to make haste.

NPC’s

LA’MINUH: An aspiring, competitive, and passionate


Ka’Nikilin.

TA’GULUN: An equally ambitious, though more


traditional, Ka’Nikilin.

Locations

TUAN: The upper tier is home to the patrician Ka’Vith.


The gradually lower placed cantons hold the federation
administrative quarters, military establishments, minor
nobility homes, and so on down until the slave camps,
mushroom fields and other agrarian patches surrounding
the city.

THE KA’VITH PALACES: The citadels are massive structures


built into the mountain’s side in the city’s uppermost tier.

A lush garden and various terraces offer an unimpeded view


of the town and surrounding countryside. Several other
palaces of rivalling majesty lie adjacent on the mountainside,
two of them owned by the other Ka’Vith encountered in
the arena.

The characters will have access to the palace of their patron


Ka’Vith.

Notes

The Arbiter should keep in mind that almost all humans in


Tuan are slaves. Unless the characters are in the company
of La’Minuh, Ta’Gulun or a servant of their Ka’Vith they
are likely to get accosted and questioned by officials as they
saunter around the city.

240
14
15 16

13

11

12

9
18

17
8
17
7

7
10

4
3

12

6
11
2 17

Tuan, kor’tuan capital


1. LAVIN’DUH HUNTING GROUNDS
2. DOCKS AND SHIPYARDS
3. HOUSE OF MIRRORS
4. THE TESTING PLACE (ARENA)
5. POINT OF NO RETURN
6. SUPPLY MARKETS AND SHOPS
7. CANTON OF COMMERCE
8. CANTON OF CRAFTS
9. CANTON OF SERVICES
10. ARMY BARRACKS
11. MAGISTRATAL CANTONS
12. RESIDENTIAL CANTONS
13. KA’NIKILIN RESIDENCES
14. PALACE OF KA’VITH’SEKUNN
15. PALACE OF KA’VITH’ILUN
16. PALACE OF KA’VITH’MIGUS
17. FIELDS
18. EASTERN ROAD 1
6
241
Victorious hunters The Arbiter can allow the characters time to restock and
prepare for the next part of the journey. However, if they
grow complacent, dropping rumours about Prince Miyh
leaving the city to travel east or having Itzel push them to
If the characters arrive in Tuan as victorious hunters, depart are useful prompts.
the Arbiter can let them explore the city independently.
The city is divided into tiers up the mountainside, a very
vivid illustration of the hierarchy in Ka’Alum society. The
PROVISIONING
Ka’Vith’s palace is located in the upper tier of the city,
overlooking the urban scene and lake below.

Although most of the palace is off-limits to the characters Tuan is a major city, and all sorts of equipment and gear
and the Ka’vith does not show any further interest in them, are purchasable. In the lower cantons are shops, smiths, and
they are given rooms in the guest wing and allowed free stores for prospectors, miners, hunters, and so on, providing
access to the garden and terraces, offering a view of the any gear and kit the characters could need for travelling in
surrounding landscape. the wilderness.

The equipment has regular functionality but is all of


otherworldly design. The rates are similar to Llyhn prices.
OBSERVATIONS FROM THE PALACE:
Depending on what information the characters have available
If the characters use the opportunity to familiarise about the location and directions to the cavern and rupture,
themselves with their surroundings from the perch of they may have to hire a guide or do some research to work
the palace, they may learn the following: out where they are going.

• The characters or Itzel will easily recognise There are multiple ways for the characters to gain the
one of the landmarks described by Ixti; a tall information or assistance they need. Each requires its own
mountain to the east struck by a meteor, causing approach and present various possibilities for the characters
one side to be a sheer cliff atop the impact to use their capabilities.
crater.
• The never-ending caravans approach the city
from all corners of the globe.
• They may spot a dust cloud high in the air to
the east, supposedly in the direction they are
headed. Unbeknownst to them, this is residue
from a recent meteor strike.

If the characters roam around the palace, they may encounter


La’Minuh and/or Ta’Gulun again. These two remain guests
of the Ka’Vaith and staying in the palace for a time.

LA’MINUH AND TA’GULUN

Depending on whether the characters established


an amicable relationship with either NPC, they may
learn more about Ka’Alum society and the city of
Tuan or be harassed during their stay.

The two Ka’Alum nobles know the city inside-out.


They may assist with information about good shops
to visit, offer their aid in securing various services or
goods, and so on as the Arbiter sees fit.

242
RETURNING ENSLAVED
ROUTE OPTIONS TO THE RUPTURE

If the characters were unable to successfully hunt the There are various ways the characters can figure
Lavin’Duh, they return to Tuan in the yacht’s bowels. All out how to get to the Void rupture they seek. The
the characters’ belongings are confiscated in the vessel and characters may either…
sent to a vault in the Ka’Vith palace.
• Follow Itzel’s guidance, based on her knowledge
The characters are led in chains to one of the Ka’Vith’s of the location and route to it. She remembers
mushroom farms outside the city and assigned to work-crews a fragmented - but sufficient - version of Ixti’s
working the harsh land. directions.
• Use the directions provided to them by Ixti
The Ka’Alum are callous but pragmatic masters. They do – if they have obtained these. See Ixti’s route
not treat the enslaved characters with unnecessary cruelty description.
but do severely punish disobedient behaviour. • Learn that Prince Miyh is about to leave Tuan
for the rupture and trail him and his entourage
The characters are divided into different crews, spending to the cave. Successful stalking requires stealth,
their day toiling under the harsh sun. The cold nights are navigation, and observation rolls for the
spent in bleak longhouses next to the fields, and sustenance characters to keep pace and remain undetected.
is gruel and odd-tasting lake water. • Investigate rumours of humans with jade-
jewellery having come from the east and
If they have the route instructions either from Itzel or speaking of a rupture in a deep cavern, piecing
provided by Ixti, they are able to identify the shattered together the location from this. One or more
mountain as a distant peak struck and crushed by a meteor. successful research, inquiry, or similar rolls
provide the characters with enough information
To escape their predicament, they must either somehow to navigate to the punctured slopes where the
get into the good graces of their master or devise a daring rupture is. The more successes, the better the
escape. information is.
• Hire a guide that knows of Void ruptures in
However the characters decide to go about it, they will need caverns to the east and try their luck. Hiring a
to escape and travel the mountains without the permit seal. guide has a base cost of 20 Laakh per day and
Without the seal, any Ka’Alum patrol capturing them will be can be bartered.
entirely within their rights to kill or enslave them on sight.

How they escape their bondage is up to the Arbiter and to


the characters’ ingenuity, but it is certain to prove hazardous.

OBSERVATIONS FROM THE FIELDS:

Working in the fields, the characters spot Prince Miyh


and his entourage as they leave Tuan on the eastern
road heading towards the shattered mountain.

243
Scene
cene 77 ::
In sear ch of
of the
the R Ruptur e
S
In search upture

PLAIN OF PILLARS (5): A plain dividing the crescent ravine


Synopsis from the Punctured Peaks. The barren wasteland is daubed in
remarkable natural rock columns giving it its name.
PUNCTURED PEAKS (6): A series of slopes and hills
During the journey through the Kor’Tuan wilderness the half-encircling the Plain of Pillars. The hills are riddled with
group meets a variety of personages who may help or hinder caverns and craters caused by meteors plunging from the
them. They learn that a meteorite has struck in the direction world-orbiting rings.
they are heading, and they may have to fend off an ambush
by the Prince’s troops. METEOR IMPACT SITE (7): This is where the recent
meteor strike occured and where the Aq’Jarea prospector
Lak-Ses-Ad-In is headed.
NPC’s
RUPTURE CAVERN (8): The distant cave located in the
Punctured Peaks, holding the Void rupture leading to Ixlpa.
AGASAHN: A Naqasti encountered in Tuan, now a
slave serving Ka’Nikilin Tu’Tash.

COMMANDER T’PALI: A Halqu Sarrum commander, Notes


leading Prince Miyh’s contingent.

KA’NIKILIN TU’TASH: A minor Ka’Alum aristocrat The Arbiter can mention meteorites sporadically streaking
overseeing a mining quarry in the Crescent ravine on across the sky every now and again, burning up in the
Kor’Tuan. atmosphere and occasionally getting so close to the ground
that the rumbling is audible, and the earth shakes slightly.
LAK-SES-AD-IN: An Aq’Jarea prospector investigating
a recent meteor strike hoping to secure exotic mineral If the characters stalk or inquire about Prince Miyh’s
deposits from the impact site. entourage, they may learn that he has a guard of six Halqu
Sarrum soldiers, any remaining Je’ehl mercenaries, his
PRINCE MIYH: One of the last surviving Ica, acting as consort, and two servants with him. He and his consort are
envoy and lieutenant to Halqu Sarrum. riding pethala mounts while the rest are walking.

Locations

TUAN (1): Provisional capital of Kor’Tuan.

THE SHATTERED MOUNTAIN (2): A distant eastern peak


struck and half-crushed by a meteor.

CRESCENT RAVINE (3): A distinctly shaped ravine


between the Shattered Mountain and the Plain of Pillars.
The canyon is riddled with abandoned mines, quarries, and
a hiding place for escaped slaves.

THE DETERIORATING QUARRY (4): A small


community on the brink of collapse due to declining
mining activity. The Quarry is located at the far point
of the Crescent Ravine opening into the Plain of Pillars.

244
The eastern road

The eastern road is a wide and dusty dirt road, flattened Once they reach the mountain cliff, they can see the crescent
and eroded by thousands of feet, wheels, and hooves as shape of a ravine to the south and a smaller, untravelled
the caravans travel back and forth between Tuan and the road leading towards it. The road swivels in and out between
countless mining camps and settlements in the eastern jagged, rocky knolls making it impossible to see far ahead.
provinces.

If the characters have a permit seal, they can travel the


road freely, brandishing the Ka’Vith’s seal to any patrols
questioning them. The journey to the cliffside of the
shattered mountain is monotonous and takes the characters
a day at regular walking speed. If they try to interact with the Wasteland
any caravan slaves or labourers, they are ushered away by
the handlers or masters. 1. TUAN
2. THE SHATTERED MOUNTAIN
3. CRESCENT RAVINE
4. THE DETERIORATING QUARRY
5. PLAIN OF PILLARS
6. PUNCTURED PEAKS
7. METEOR IMPACT SITE
8. RUPTURE CAVERN

7 8

245
THE CRESCENT RAVINE

The smaller road leads into a narrow ravine with tall steep
sides. The characters can choose to follow the road into the
canyon or walk along the edge.

The canyon bends sharply to the right giving a restricted


view of what lies ahead. Abandoned mining equipment and THE RUNAWAY SLAVES (cont.)
installations in the deep cracks and crevices along the sides
indicate previous mining activity along the ravine’s length. If treated kindly and convinced that the characters
have not been sent to retrieve them, they may
As the characters progress the ravine widens until the revert to impartial [7] or even cooperative [4]
edges are almost two hundred cubits apart. It is evident susceptibility.
that an oddly-hued purplish rock was quarried here and that
activities were dropped once the outer layer gave way to The initial group fled their masters as the ravine
regular sandstone. quarries were abandoned several years ago, and new
members subsequently joined.
Should the characters decide to investigate any of these
deserted mining facilities in the crevasses, they may spot They know about the last deteriorating quarry at the
poorly obscured evidence of activity and occupation – far end of the ravine and the contingent of Ka’Alum
observation or awareness [7] – but no recent mining activity, soldiers stationed there. They have seen Prince Miyh
indicating that the current occupants are not miners. and his entourage pass through the canyon earlier
and can reveal details about them.
All the ravine mines are all relatively shallow and have been
used for quarrying stones rather than ore. The Ixlpa native will introduce himself as Tixli, a
former delegate, now a runaway slave. If Itzel is
there, Tixli is more pliable and will readily engage
with her and the characters.
ARBITRARY EVENT: THE RUNAWAY SLAVES

At some point, a low-flying meteorite rumbles above, TIXLI INFORMATION:


shaking the ground, causing rubble and small rocks He is uncertain but thinks he came through the
to cascade into the ravine. This is not dangerous rupture several seasons ago. He remembers his
for the characters but causes a group of runaway arrival as a frightful experience where he and his
slaves to emerge from their hiding places inside the companions were set upon by something horrid in
abandoned mines close to wherever the characters the darkness.
are.
What he remembers most was the smell; a sweet
The group consist of a few Naqasti and Ba’Waikh, stench of rotting flesh as something big was pounding
but more interestingly, several humans, including one at him. He then recalls a harrowing flight into the
whose facial features reveal him as an Ixlpa native. barren mountains, thirst, hunger, and finally being
The small group are clearly scared by the characters’ taken by a Ka’Alum patrol, laid in irons, and made
presence, especially if they are plainly armed and to toil in the quarries.
armoured. The runaway slaves are suspicious [10]
towards the characters but may be convinced or He has asked the other escaped slaves about the
coerced to talk. creature, but supposedly there is no indigenous
animal matching the size and smell he describes. He
If threatened and unable to flee, the runaway slaves is eager to help the characters in whichever way he
are desperate enough to attack the characters but can, provided they promise to bring him with them
pose little threat in their emaciated state. back to Ixlpa.

246
As the party travel further through the ravine they see After a minor offence, she was placed here by the order of
several other abandoned quarries and mining shafts with one of the competing Ka’Vith encountered by the characters.
scattered gear left behind, broken, and deserted. The ravine Upon ensuring their permit to travel uninhibited is valid,
begins to narrow as they near the end of it. she invites them into the fort, letting her house slave serve
refreshments. The house slave turns out to be the newly
They can see several ramshackle buildings constructed on arrived Agasahn, whom the characters met outside the
scaffolding against the ravine sides with workhands milling House of Mirrors.
about, cutting, and dragging large blocks of rock. If Tixli is
with them, he will refuse to go near the settlement and insist Ka’Nikilin Tu’Tash is noticeably interested in current events
on sneaking around to avoid recapture. in Tuan. If she learns that the characters are in the good
graces of a Ka’Vith she unashamedly flatters and cajoles
them, hoping to make use of them to restore herself to
THE DETERIORATING QUARRY former glory in the provisional capital rather than waste away
in this wretched place.

The mining facility at the ravine’s mouth consists of a few She was snubbed by the passing Prince Miyh, who showed
ramshackle longhouses at the foot of the scaffolding used by no interest in her whatsoever. She will be helpful if the
the toiling slaves to reach the distinctive purplish rocks they characters can convince her that they can benefit her
are quarrying here. ambitions; possibly even assisting them on their venture with
what limited resources she has available. However, should
By the gate of a small fort made from more durable material, the characters also snub her or if she learns that they are
two bored-looking Ka’Alum stand guard. A few Ka’Alum runaway slaves, her interests will reverse from friendly to
handlers bearing wicked-looking whips and short blades roam hostile.
around the scaffolding, ordering slaves about.
The depleted quarry and garrison count three Ka’Alum
Beyond the ravine mouth, a vast plain dotted with oddly soldiers, four slave handlers, Ka’Nikilin Tu’Tash, the house
shaped rock formations resembling smokestacks, which slave, and around 30 labour slaves of various species.
stretch towards the horizon. This must be what Ixti referred
to as the plain of pillars. If the characters saw the dust cloud
from the vantage point of the Ka’Vith palace, they may QUARRY SETTLEMENT INFORMATION:
notice that it still lingers in the sky beyond the plain, in the
direction they are headed. The characters may learn the following by questioning
either Ka’Nikilin Tu’Tash or Lak-Ses-Ad-In.
By a shallow pool on the facility’s outskirts, an Aq’Jarea is
clambering about on a large Nathaliin, seemingly packing • Beyond the plain, a mountain range perforated
gear and preparing for a journey. If approached, he acts by past meteor strikes could resemble what they
somewhat reserved and reticent – susceptibility [7]. are looking for. This is where Lak-Ses-Ad-In is
going to prospect and where the dust cloud still
If convinced of the characters’ disinterest in his prospecting, lingers.
he quickly warms up and introduces himself as Lak-Ses-Ad- • Suppose the characters inquire about the
In. He reveals that he a prospector about to travel towards creature Tixli mentioned. In that case, they
the punctured peaks, investigating a recent meteor strike learn that no indigenous land creature resembles
and hoping to secure any exotic mineral deposits from the what they say. The only feasible explanation
impact site. for such a beast is an animal distorted by Void
emanations or something that has come through
He works for a Ka’Vith unfamiliar to the characters and – as a rupture.
he is evidently headed in the same direction as the characters • The punctured peaks can be hazardous as the
– is not averse to letting them tag along. rock is brittle in the places where past meteor
strikes have undermined the foundations, and
The quarry facility is overseen by Ka’Nikilin Tu’Tash, a sand-carrying gales have eroded it further.
minor aristocrat who is most displeased with her lot in life.

247
248
249
THE PLAIN OF PILLARS ARBITRARY EVENT – THE TRAP

If the characters have given Prince Miyh reason to


Besides the remarkable natural rock formations, there is little suspect that they are on his heels, he may leave his
distinctive about the plain of pillars. It will take the characters remaining contingent of soldiers to ambush them.
a day’s brisk marching to reach the foothills of the punctured Vigilant, alert, and observant characters have a
peaks. good chance of discerning the ambush in advance
[7] as the soldiers are not adept at stealth or sneaky
The Arbiter can speed along this part or use it to build manoeuvres.
trepidation as the characters can see the impact of the
meteor strike and maybe discuss the potential hazards of a PRIMARY ADVERSARY: Six Halqu Sarrum soldiers
Void distorted beast waiting for them.
LOCATION: Plain of Pillars

ENVIRONMENT: The thin atmosphere induces


PLAIN OF PILLARS OBSERVATIONS: fatigue: combatants can remain fighting for 9
seconds/STA. Subsequently, a -1 penalty applies
The characters may learn the following by questioning to all physical actions for each equivalent period
either Ka’Nikilin Tu’Tash or Lak-Ses-Ad-In. exceeding the time limit.

• If the characters are on the heels of the Prince COMBAT CONDITIONS: Flat ground interspersed
and his entourage, they may see him in the with vertical rock formations. The rock formations
distance across the plain. provide recurring cover opportunities and may be
• If the characters are further behind Prince climbed to attain higher ground or elevated platforms
Miyh, they may spot the tracks from him and for ranged attacks.
his entourage on the dusty ground.
• As they approach the mountains it is evident POTENTIAL PARTAKERS: Anyone travelling with
that the recent meteor strike has impacted them the characters will frantically try to avoid the soldiers.
significantly and debris has struck several places The Halqu Sarrum soldiers do not distinguish
causing landslides and devastation on multiple between the characters or their companions and
slopes. will slaughter everyone. Should any of the Ka’Alum
garrison guards be attacked, they fight back whilst
one of their numbers hastily retreat to report the
felony.
As the characters and any companions they may have
brought along arrive at the foothills of the punctured peaks, What the Halqu Sarrum soldiers lack in stealth they
night falls and the temperature drops. make up for in battle proficiency and fanaticism,
and they do not relent until the characters and any
As there are veritably no predators that pose a significant companions are massacred as per the orders of Prince
threat they can spend the night without concern. Miyh. Any fallen soldiers are of an unknown species,
but they do bear a striking resemblance to apes.

Halqu Sarrum soldiers


WEAPONS Spear (+5(6)) / sword (+4)
REACH Near / Adjacent
ATT SPEED 0
DMG D12[2]+2 / D12+3
HEALTH 26
DV 9 (10)
PROTECTION 9
SPECIAL -2 to grabble because of spikes,
formation fighting attack bonus.
EQUIPMENT Tempered point spear, heavy-bladed
sword, torso plate armour, spiked
metal pauldrons, leather greaves and
metal helmet.

250
251
Scene
cene 88 ::
The Punctured
unctur ed P eaks
S
the P Peaks
Synopsis Locations

The group comes upon the crater after the meteor strike and PUNCTURED PEAKS: A series of slopes and hills half-
may collect the invaluable, exotic mineral left behind. Once encircling the Plain of Pillars. The hills are riddled with
the characters arrive at the cavern site, they discover that caverns and craters caused by meteors plunging from the
the cavern is still accessible but that the meteor strike makes world-orbiting rings.
the ascend to it hazardous.
METEOR IMPACT SITE: This is where the recent meteor
strike occured and where the Aq’Jarea prospector Lak-Ses-
NPC’s Ad-In is headed.

THE CHASM: A deep crevasse caused by the recent meteor


KUY’SIUNG: A Ba’Waikh servant in the entourage strike. The rupture cavern is located at the top of the newly
of Prince Miyh. She is abandoned by the prince in the formed fissure
Rupture cavern.
RUPTURE CAVERN: The distant cave located in the
LAK-SES-AD-IN: An Aq’Jarea prospector investigating Punctured Peaks, holding the Void rupture leading to Ixlpa.
a recent meteor strike hoping to secure exotic mineral
deposits from the impact site.
Notes

At the Arbiter’s discretion the group can find tracks from


Prince Miyh and his entourage leading them past the crater
to the cavern.

252
The Crater
As the characters reach the punctured peaks, they can see
why Ixti called them this. Numerous caverns, holes and
grottoes of all sizes perforate every visible slope.
Sparse vegetation and even fewer animals are visible, but a
few crablike creatures scurry about as the characters make
their way through the rough landscape.

The characters come upon the massive crater produced by


the recent meteor strike. Dust is still heavy in the air and
the heat from the impact remains palpable. Much of the
surrounding mountain area has caved in due to the impact,
creating unstable fissures and crevasses.

At the bottom of the still-hot crater is the remnants of the


meteorite that struck. The sun’s light is reflected in flashes of
mauve light as the characters pass by, indicating the presence
of exotic minerals in the remaining fragments.

The characters can recover the mineral deposits to sell


or use to manufacture weapons or armour. The mineral
glistens oddly when handled. It has a mauve tint and can be
distinguished as a crystalised metal of some sort.

ARBITRARY EVENT - THE CLAIM Lak-Ses-Ad-In


If Lak-Ses-Ad-In is there, he claims the deposits – as WEAPONS Chakram (+3) / Punching dagger
per their agreement – and sets to recovering the (+3)
mineral sediments.
REACH Thrown / Close
Should any of the characters – overtly or covertly – ATT SPEED +1
try to take any of the minerals anyway, Lak-Ses-Ad- DMG D4 / D4+3[1]
In warns the character to return the seized mineral.
If the character refuses, the Aq’Jarea reacts promptly HEALTH 15
and viciously attacks the offender. DV 10
PROTECTION 2
PRIMARY ADVERSARY: Lak-Ses-Ad-In
SPECIAL Accuracy (dagger)
LOCATION: Slopes of the Punctured Peaks. EQUIPMENT Four small chakrams, two punching
daggers, cloth armour, prospecting
ENVIRONMENT: The thin atmosphere induces gear, Ka’Vith signature seal,
fatigue: combatants can remain fighting for 9 provisions and a few valuables.
seconds/STA. Subsequently, a -1 penalty applies
to all physical actions for each equivalent period
exceeding the time limit.
MAUVE CRYSTALISED METAL ORE
COMBAT CONDITIONS: The uneven ground
makes it difficult to find proper footing, causing There is enough material to fabricate up to a size
critical mishaps to occur on rolls of 1-2. three weapon or several weapons of smaller size, up
to a total size count of three. The metal is remarkable
If Lak-Ses-Ad-In becomes hurt, he flees, vowing to in its origin and attributes; weapons created from it
call the wrath of his Ka’Vith patron on their heads. have the “lightened” and “shard blade” properties.

253
SPOTTING THE CAVERN

The characters need to distinguish the cavern from afar


or risk spending substantial amounts of time searching the
hundreds of caverns on the slopes.

The cavern containing the rupture is located directly


above a newly formed chasm. As the characters survey the
surroundings a number of indicators enable them to spot the
cavern from a distance.

SPOTTING THE CAVERN

• THE STINK: A putrid stench of decaying flesh


emanates from the cavern mouth. Characters
with a heightened sense of smell or similar can
notice it on a successful roll [7] even from
several hundred cubits away and can locate the
cavern from it.

• VOID DISTORTIONS: The sparse plants


surrounding the cave mouth are twisted and
mutated versions of themselves, having grown
and looking like black weeds crawling out of the
cave mouth. A wilderness survival, flora lore, or
other similar roll [7] indicates to the characters
that this plant growth is not natural.

• VOID EMANATIONS: Any characters able to


sense or otherwise perceive Void emanations
can detect the correct cave with a successful
roll [7].

• VESTIGES: A successful observation roll [7] The cavern is located at the top of a newly formed fissure,
allows a character to spot a number of ropes and any attempt to walk around would take an entire day.
and other climbing gear at the entrance to a The cliff is steep, and as the characters approach, they see
cavern above a steep chasm. These are the several ropes hanging down from it. Rubble at the bottom of
remains of the equipment used by Prince Miyh the ropes indicates that the earlier climb caused falling rocks
and his entourage to gain access to the cave. and dirt and may have been hazardous.

The chasm ledge with the cavern opening is located 30 cubits


straight up, and unless the characters can fly or levitate, it
requires an acrobatics or athletics roll [10] to climb. Using
the ropes hanging from above grants a +3 modifier. A
critical failure causes a small rockfall, dislodging the ropes
from whatever they were attached to and causing falling
damage with an added +3 because of tumbling boulders
and rocks.

Once the characters reach the top of the cliff, they are
overwhelmed by a putrid stench that assaults the senses,
causing eyes to water and gagging reflexes in anyone who is
subjected to it.
If Tixli is there, he instantly recognises the smell and has to
overcome a Fear roll [7].

254
After a short walk, they come upon an open grotto in which
ENTERING THE CAVERN
something human-sized lies on the floor, half-submerged in
a large puddle.

The dark cavern opens before the PCs, and they can see that Several the crablike creatures scurry about, nipping at
it stretches deep into the mountain. Unlike normal caverns, exposed blueish flesh. Two punching daggers lie scattered
however, it is heat that emanates from the opening. on the ground next to the puddle.

Myriad minor signs of Void distortion are visible inside the If the characters have observed or encountered the Daughters
cavern, and the characters may notice a number of the of Wailu, they may recognise the Je’ehl mercenary as the
crablike creatures lying deformed and dead on the ground. ones working for Prince Miyh.

Within the first section of tunnel lie two corpses. Several


bones have been violently broken and any remains of flesh
are long gone. OBSERVATIONS ON THE JE’EHL CORPSE

Glistening slightly in the torchlight between the shattered The corpse has been torn nearly in half, a feat
remains, the characters may notice a few pieces of green requiring significant strength. An anatomy roll [7]
jade jewellery carved in the likeness of faces they now know reveals that one arm has been broken in several
are indigenous to Ixlpa. places as if squeezed by immense force and multiple
puncture wounds to the abdomen indicate that a
If Tixli is with them, he will recognise the jewellery as stabbing object has been used before the body was
belonging to his travel companions and break down crying. tossed aside with such force as to almost ripping it
If Itzel is also there, she will share in his sorrow, although she in two.
did not know the deceased.

As they proceed into the cavern, they hear odd, distant


scratching noises echo from deep within. The scraping
reverberates around the cavern, making it difficult to They can hear the scraping getting louder as they progress
determine its origin and what might cause it. further into the cavern. The puddles now cover the entire
floor, but the water is oddly tepid.
The cavern floor has puddles of putrid water at irregular but
frequent intervals. The mutated crablike creatures continue Progressing into the dark cavern the tunnel opens into a large
to litter the cavern floor, some dead, others twitching putrid, underground lake and the characters realise what is
helplessly on their backs, and some scrambling about on making the scraping noises…
misshapen limbs.

VOID EMANATIONS IN THE CAVERN

As the characters enter the cavern, any Void sensitive


character may roll [4] to recognize the presence of
Void emanations coming from further in. As they
continue inside, the Arbiter rolls a D6-severity Void
emanation impact for each player.

255
THE RUPTURE
Easily six cubits tall at its pinnacle, the carapace seems to be
dissolving yet reconstituting itself constantly as the creature
waddles around on six legs.
As the characters enter the cavern with the pool read or
paraphrase the following: Multiple face-like features emerge from its body, all
contorted and horrid, with greenish glowing eyes staring
“In the middle of the shallow lake, frantically clutching blindly into the darkness. Two massively warped pincers claw
to the crest of a high boulder, someone is fighting for the air as the atrocity wallops towards the sound of the
dear life, trying to avoid the vicious pincers of a huge shrieking servant atop the rock.
crablike monstrosity.
The crablike creature is stalking around the boulder, The pure, malformed repulsiveness of this creature induces
attempting to climb its steep sides, the scraping noises anyone who sees it with Fear [7 / Severity D4].
stemming from its pincers scratching the rock sides.
On the far side of the lake, a swirling blackness hovers
just above the water’s surface. Even if you cannot see
it, you sense it pulsating, the emanations oozing from THE ABANDONED SERVANT
it oppressive and palpable. As soon as the cowering
figure atop the boulder notices you, it musters what The person atop the boulder is Kuy’Siung, one of the
little energy he has left and cries out in a desperate Prince’s abandoned servants, used as a mesmerised
plea for help!” decoy while the Prince and the rest of his entourage
snuck past the Kor’Tuan monstrosity and into the
The small lake is surrounded by concave sides with no rupture. She is pleading for the characters to save
discernible shoreline other than a few patches of fallen rubble her.
scattered along the edge.
At the Arbiter’s discretion, she realises what and
It is difficult to gauge the water’s depth from the tunnel who the characters are and screams promises to give
where the characters emerge, but should anyone venture them information about the Prince in exchange for
in, they find it about waist high. Beyond the single large her life.
boulder nearest, only a few other rocks penetrate the surface
dispersed unevenly across the water body.

If light is introduced, the cavern walls and ceiling are revealed


to have a glass-like sheen and display odd patterns as if the
rock has melted and then hardened frequently over the
centuries.

A few smaller crablike creatures crawl on the vertical walls,


but no other life is apparent. The characters may bump their
feet on objects in the water and find these to be either loose
rocks, skulls or oddly shaped bones of various beings.

VOID EMANATIONS FROM THE RUPTURE

At the Arbiter’s discretion intense bursts of Void


emanations flash across the cavern inducing a D6+3-
severity Void emanation impact for each player.
Each burst prompts another roll of the same severity.
Due to the profuseness of emanations, any Void
powers or Mysticism used within the lake cavern add
ARBITERS NOTE:
D3 to the potency or the effect, and any calamity
roll has a +1 severity modifier.
The characters should be allowed to discover that the
creature orients itself solely by sound. While it should
perhaps not be revealed unprompted, observant
The creature before them is nauseatingly revulsive! While characters may notice that the monstrosity only
it bears some superficial resemblance to the crablike reacts if they make a noise, such as jumping into
creatures seen in the mountains and caverns, it has been the lake, and it will stalk whoever is the noisiest or
distorted almost beyond recognition. most garrulous.

256
257
CIRCUMVENTING THE MONSTROSITY ATTACKING THE MONSTROSITY

Should the characters attempt to bypass the monstrosity The monstrosity is blocking the direct path to the rupture
and set out for the rupture, they have to find a way to and the characters may opt to simply attack it. Unless the
avoid detection or get there before the monstrosity can catch characters are particularly noisy, the monstrosity is initially
them. unaware of their presence and they have the opportunity to
plan their attack and surprise it.
Should the servant discover that the characters are leaving her
behind, she desperately attempts to direct the monstrosity’s
attention on them. She may fling shoes or other available ENCOUNTER – THE KOR’TUAN MONSTROSITY
objects in their direction, making splashing sounds, attracting
the monstrosity as it hits the water. PRIMARY ADVERSARY: Kor’Tuan monstrosity
Attempts to sneak past the monstrosity require that LOCATION: The lake cavern.
each character makes an opposed stealth roll against the
monstrosity. While the monstrosity may not be aware of ENVIRONMENT: The thin atmosphere induces
them at the outset, its heightened senses and acclimatization fatigue: combatants can remain fighting for 9
grant a +3 bonus to detect their stealth attempts in the seconds/STA. Subsequently, a -1 penalty applies
cavern. to all physical actions for each equivalent period
exceeding the time limit.
Should they get discovered and ultimately slay the
monstrosity, the servant will not reveal any information to COMBAT CONDITIONS: The flooding in cavern
them willingly after their callousness. Any attempt to make is about two cubits deep, making it challenging to
her talk is difficulty 16. move about. Combatants’ movement is reduced to
half. Although somewhat mitigated by the crablike
monstrosity’s fluorescent eyes, the darkness still
causes a -3 penalty when attacking it.

Because the uneven ground is hidden under water,


any critical mishap prompts an Agility or acrobatics
roll [4], or the character loses their footing and falls
into the water, counting as prone.

Void Monstrosity POTENTIAL PARTAKERS: The Prince’s abandoned


servant and any companions brought by the
AGILITY 3 HEALTH 55 characters might get involved in the fighting, but only
AWARENESS 4 SIZE Huge as far as they do not come directly into harm’s way.
STAMINA 6 MOVE 8 The Kor’Tuan monstrosity is blind and responds
STRENGTH 7 WEAPON Two large solely to sound, making it is feasible to disorient and
pincers confuse it by utilising coordinated manoeuvres to
(+5) constantly shift its attention. It is mindlessly mad and
INTELLECT 0 REACH Adjacent (2) maintains its assault until it is dead, incapacitated, or
unable to locate a target.
PERSUASION 0 ATT SPEED 0
PRESENCE 0 (5) DMG D12+4
WILLPOWER 0 (7) DV 6
PROTECTION 3

TALENTS/ Acute hearing and Alertness.


FLAWS:
ATTRIBUTES: Blind, chitinous skin, huge, mandibles
(medium), mindless, multiple legs,
pincers (large), and Void suffused
body.
SPECIAL: Fear [7 / severity D4]

258
THE SERVANT KUY’SIUNG REVELATIONS

The Ba’Waikh girl reveals the following points as


If the characters deliberately save the servant, she shows repayment for the saving of her life:
immense gratitude and keeps her promise to divulge
extensive information about the Prince and his mission. • The Prince is a trusted servant of a Warlord
named Halqu Sarrum waging a ruinous war on
The characters recognize the servant as a Ba’Waikh girl. As a distant world.
soon as she comes down from the boulder, she collapses into • The Warlord is gathering lost human tribes to
the arms of whoever is nearest. his cause.
• The Prince is tasked with procuring resources
Exhausted and vulnerable, she is in desperate need of and recruiting human tribes for the war effort
tender care. After a few moments, she introduces herself as and has previously been to Llyhn on this
Kuy’Siung, a beholden servant to the Prince for several years. endeavour.
The characters may notice that she seems enamoured with • Since he learned about the human civilization on
the Prince even though she is also aware that he exploited Ixlpa, finding it has been his sole focus.
and abandoned her.
Should the characters treat Kuy’Siung kindly, she
Depending on how the characters treat her, she may be more reveals more intimate details about the Prince:
or less forthcoming. She has been neglected for years and will
respond well to attention and compassion, giving detailed, in- • The Prince’s own land, Hhyli, was supposedly
depth descriptions of what she knows. Whereas inquisitorial occupied by the Warlord.
questioning yields only sparse and factual revelations with • When he believes no one is looking, the Prince’s
no detail. ruthless exterior crumbles and a troubled soul
revealed.
Irrespective, Kuy’Siung reveals essential information • The consort has his confidence, acts as his
about the Prince’s work and servitude, but – based on the privileged counsellor, and seems to be a voice
characters’ treatment of her – the Arbiter must decide how of reason to him.
much additional information she shares. She has a significant • The Prince is a skilled manipulator, well-versed
amount of factual knowledge but is not privy to any in a particular Ica’ian martial art, and has
confidential deliberations and concerns discussed between esoteric capabilities.
the Prince and his consort. • It seems the Warlord has an affinity for
humanity, and rumour has it that he is searching
Once Kuy’Siung has concluded her revelations, she stands for Earth.
watching indecisively at the characters as if she has not made • She does not know why she followed the
any autonomous decisions in years. Prince’s whims but somehow felt compelled to
do so whenever near him. When told to draw
If she was treated kindly, she is impressionable and can the monstrosity’s attention so the Prince could
easily be convinced to help the characters further, although pass she did it without hesitation. (She was
she is hesitant to overtly betray her former master. Unless mesmerized by his Awe.)
prompted otherwise, she eventually leaves the cave to a fate
undoubtedly as a slave working for the Ka’Alum. The Arbiter is free to disclose additional information
from the Prince’s profile but should keep in mind
The information provided by Kuy’Siung likely leave the that Kuy’Siung is not privy to what had transpired
characters with further questions, but they now have an before she was indentured.
idea of the Prince’s intentions with the Ixlpa civilization and
Itzel’s people.

259
ENTERING THE CAVERN RUPTURE

Whether the characters learn about the Prince from


Kuy’Siung or not, they now stand before the rupture leading
to Ixlpa - the aim of their journey to Kor’Tuan.

Depending on whether the monstrosity is dead, the


characters can take their time to enter the rupture, perhaps
preparing tethers to link them and so on.

Whenever the characters are ready to take the plunge,


narrate or summarize the following:

“The swirling blackness in front of you is moving in


dreamlike etherealness as volatile liquid storm clouds
crashing against hidden shores.

As you approach, your senses are overwhelmed by an


almost crackling silence while iridescent wails erupt
around you, leaving a sticky flavour in your mouth.”

Non-enlightened characters must roll for Void aversion of


refuse to enter the perforation.

260
Scene
cene 99 ::
IInto the
the VVoid
S
nto oid

Synopsis

The characters plummet into the Void, hoping beyond hope


to eventually reach Ixlpa...

NPC’s
Which NPCs are present depends on the companions
the characters have picked up on the way.

The journey

The Arbiter may narrate the following as the characters enter


the Void:

“When you dive into the rupture, you immediately


feel a pull, as if the rupture understands where you
wish to go and leads you there.

Darkness descends around you, and you find yourself


in a fluctuating vortex of impossible sights, sounds,
smells and impressions far beyond what human
faculties can comprehend.”

The players must make a Void traversing roll (core rulebook


page 199) to see how they manage to travel the Void. Only
one roll is required.

If any of the characters is enlightened or otherwise able to


navigate the Void, they make the roll, applying whatever
modifier(s) they have to the roll.
If none are enlightened or can navigate the Void, the initial
roll penalty is -6.

Suppose Itzel or another Ixlpian contributes with knowledge


of the destination world. In that case, the penalty is reduced
to -3, and if the Void navigator has had access to Itzel’s or
another Ixlpians memories of the world through esoteric
means, it is only -1.

As the characters are travelling without the relative safety of


a Void vessel, they are exposed and raw to the intoxicating
and maddening influence of the Void. A Willpower roll [11]
must be made by each character, or they lose D3 Sanity
points.

261
ARRIVING ON IXPLA

However long the journey takes and despite any disasters in the reddish soil.
suffered, the character eventually emerge, tumbling into a Above you, giant feather-winged insects soar on hot
shallow pool of muddy water inside a small cave of reddish winds. As you look closer, what you thought was part
sandstone. of a floating weed-tree uncoils and reveals itself to be
a carapaced serpent-like creature with multiple hooked
As they step out into the blinding sunlight, read or legs and six glowing blue eyes.
paraphrase:
Its long, segmented tongue whips the air as the
“You stand upon an outcropping of red sandstone creature opens its maw and hisses angrily in your
overlooking a strange otherworldly landscape. direction.”
Below you, a forest of seaweed-like trees drift
in mid-air, borne aloft by gas-filled bladders yet If Itzel or any other Ixlpian is there, the scene ends with the
tethered to the ground by tenuous roots buried characters hearing one of them whisper: “We’re home…!”

262
Part
Part 22 : :
Advancement

Con clusi on
When giving experience, rewards, Enlightenment and Wastah
after each session, the Arbiter can consider the below
allocations:

Conclusion
EXPERIENCE POINTS
In addition to individual achievements or significant collective
attainments, it is recommended that characters are awarded
1-3 experience points per completed scene or session,
depending on their progress in the overall storyline.
The first chapter of the Grand Campaign concludes on a
cliffhanger as the characters arrive on Ixlpa. The next chapter ENLIGHTENMENT
follows in THE RISE OF HALQU SARRUM. In addition to any Arbiter-induced exposure to the Void
Characters may potentially obtain Enlightenment from the
Here the protagonists struggle through the otherworldly following occurrences:
landscape towards Itzel’s settlement only to discover that
Prince Miyh is already there. A menace from an indigenous • Being exposed to the Void without the safety of a Void
species is threatening Itzel’s people, and the Prince emerges vessel as the characters travel to Ixlpa.
as a saviour, casting doubt about his true motives and • The Void-distorted Kor’Tuan Monstrosity encountered
intentions towards mankind. in the cavern.
• Any entities encountered in the Void.
As events progress, Prince Miyh’s elusive master emerge
from obscurity, and the protagonists realise the scale and WASTAH
goal of his plans… Throughout the events on Kor’Tuan, the characters may
gain Wastah with some of the prominent Ka’Alum they
encounter. This should not be easy. To gain fervour, the
characters must do something noteworthy beyond the
expected tasks demanded of them. The most feasible
Ka’Alum to gain Wastah from would include:

• The Ka’Vith that acquired them in the Arena.


• La’Minuh and Ta’Gulun, the Ka’Alum nobles.
• Ka’Nikilin Tu’Tash, the minor aristocrat from the
deteriorating quarry.

263
Ant agoni sts, , Alli es
CHAPTER:

& Notab le people


P eople
Antagonists allies
& notable

264
This section details the campaign’s non-player characters
(NPC’s) in the forms of antagonists, allies, adversaries, and Ahan-Ari-Ima-Uud
other notable personages the protagonists may come across.

Some behind-the-scenes individuals that are not explicitly Ahan-Ari-Ima-Uud is an Aq’Jarea stall vendor selling balms,
encountered and possibly remain obscure to the characters tonics, and various unguents in the Catacomb Crater in
are also detailed as they are significant for the overall story Kimah. His goods can advance recovery and induce a variety
and can be used arbitrarily by the Arbiter. of effects.
Uud stocks most common poisons and remedial materials
Notable and significant NPC’s have expanded descriptions, and can acquire even rare variants with a bit of forewarning.
including personal profiles and abilities, while minor NPC’s
have fundamental descriptions and usually adhere to the His stall is located close to the entrance of the Shrouded
standard profile for that given species. Izhrit warrens and is discernible by the three large Nathaliin
Standard profiles can be found in the Black Void core fastened to rods behind it.
rulebook or in the scenario “species section”.
Uud is an exceedingly greedy and egotistical Aq’Jarea and
If the NPC’s personal possessions and equipment are sees every interaction as an opportunity to enrich himself. He
not noted in their profile, the Arbiter may adhere to the will happily sell his stocks with no questions asked, and ff he
following guideline for carried items and wealth. senses desperation in a buyer, he immediately hikes the price.

Each caste tier adds D12 copper Dhin to their carried wealth For a small fee he may provide helpful tips on applying his
either in coins or items of equivalent value. So, for example, commodities to achieve the best efficiency irrespectively of
a Shrouded Izhrit ganger would be Shahrvah caste and – whether it is for healing or poisoning someone.
corresponding to this being the third caste tier – carry 3D12
copper Dhin of values on his person in addition to indicated If bribed or otherwise incentivised, he can reveal the disguised
weapons and armour. Shrouded Izhrit members guarding the Warren entrance.
However, he will betray anyone instantly if confronted by
the Shrouded Izhrit.
Agasahn For stats, Ahan-Ari-Ima-Uud follows the regular AQ’JAREA
PROFILE.
Agasahn is a young Naqasti who has come to Kor’Tuan
to settle his father’s debt. His father lost a great deal of
money seeking to secure insider knowledge of exploitable
trade routes, hoping to elevate his family. His failure has
cost him his son.

Agasahn has no illusions about what awaits him in Kor’Tuan.


He is not witty or ingenious and expects to quickly be
consigned to slavery. He hopes he will not be sent to work
in the Kor’Tuan mines but kept as a house slave by Ka’Nikilin
Tu’Tash, the Ka’Alum his father is indebted to.

He knows very little about the Ka’Alum society of Kor’Tuan.


Still, he is hugely knowledgeable about Ka’Alum slaving
practices and the merciless punishments inflicted on any
attempting to escape the Kor’Tuan mines.

Agasahn is friendly, polite, deferential, and almost


embarrassingly eager to interact with anyone. He seems
consigned to his fate but hopes that someone can get him
out of servitude or make his eventual indenture shorter or
more pleasant.

Eventually, he is indentured to his father creditor, Ka’Nikilin


Tu’Tash, in the mining quarry at the mouth of the Crescent
Ravine on Kor’Tuan.

For stats, Agashn follows the regular NAQASTI PROFILE.

265
Ahu Ez
Ahu Ez is a pureblood woman of middle years. She has
lived her entire life in the Feeradani enclave and has risen to
become a trusted councillor to Feerada. She has considerable Bagrah
influence within the enclave and is well-respected for her
meticulousness and ardour even among those who disagree
with her. Bagrah is a lackey and messenger for the Beggar King. When
surreptitious work needs to be done, he is the one the Beggar
Her goal is to cultivate and grow the affluence of the enclave King relies on.
amongst all humans in and beyond Llyhn. Once she learns
about Itzel and her compatriots, she is distinctly in favour Worldly and given considerable authority by his sire, he is
of sending an expedition to Ixlpa and making it a vassal an influential individual in the Beggars Court coalition. He
colony or at least incorporate it into the Feeradani sphere is, however, largely unknown outside the coalition, which
of influence. enables him to visit the other enclaves inconspicuously to
further his goals.
Albeit she is a pragmatist and weighs all options carefully,
the opportunity to bring Ixlpa into the fold is too valuable He does not have aspirations beyond his current station. Still,
to miss. Ahu Ez is very thorough and endeavours to know He seeks to remain on good footing with the various gang
all pertinent facts when making decisions. Her only concern leaders in the coalition in case the Beggar King is dethroned.
is whether the settlement will be susceptible to influence or
rulership by the enclave. Bagrah serves as the intermediary between the Beggar King
and the characters, empowered to broker a deal and offer
She will blatantly question anyone to gain the information support in the hopes of securing Itzel’s cooperation and the
she seeks and is not averse to using bribery and threats to prospect of liaising with the Ixlpa settlement.
get what she wants. Ahu Ez is renowned for her adamance,
always acting with certainty that she is right and does what He is well aware of the threat to the Beggar King if any
is best for the enclave. cooperation with Itzel is discovered by the one who sent the
Wailing vulture to the Flea Palace. And as there is little love
Ahu Ez is susceptible to oblique bribery and may be swayed lost between Beggars Court and the other human enclaves,
by a show of devotion to her goals and vision. However, Bagrah is acting furtively to hide his activities from everyone.
if anyone questions her authority, acts against her wants,
or publicly embarrass her, she is vindictive and does not For stats, Bagrah follows the GANGER PROFILE.
relinquish until the debt is repaid.

Buruun
Arshaka
This burly but softly spoken Naqasti is a scholar who has
Arshaka is the imperiously proud pureblood leader of the travelled to Kor’Tuan seeking the patronage of a wealthy
Untainted. He is a driven and charismatic man who believes Ka’Alum to continue his extensive histories and accounts
in the purity and grand destiny of humanity. of Llyhn.

He recognises an immense opportunity for the Untainted If unable to achieve this goal, he aims to earn a teaching
to bolster their affluence when he learns about Itzel and an position at one of Kor’Tuan’s prominent colleges.
entire settlement of pureblood humans on Ixlpa.
Buruun is well-versed in Ka’Alum culture and, being a true
Although he does not dare to openly oppose Feerada and scholar, is eager to educate and impart his knowledge to
the enclave, he will work diligently to sway Itzel and any others.
purebloods in her orbit to see things his way.
He has researched the Ka’Vith triumvirate on Kor’Tuan and
Arshaka is eager to fund the expedition to Ixlpa in the can be a considerable fount of information to anyone looking
hopes that the Untainted will gain all the benefits of the to learn about the societal and cultural implications of visiting
affiliation. the Ka’Alum federation world.
He secretly dreams of establishing himself as leader of
the Ixlpians and getting out from under the shadow of In true Naqasti fashion, Buruun is obsequious to anyone of
Feerada and the other human enclaves in Llyhn. higher standing than himself, and unless someone overtly
sabotages his scheme to secure patronage, he will act
courteously and obligingly.

266
Channa
Channa is a human tramp who is a member of the Tattered,
a gang that recently joined the coalition of Beggars Court.
He is a ragged-looking man covered in horrible scars who
hobbles around as his left leg is cut off at the knee and
replaced with a peg leg.

One of his eyes is covered by a filthy, bloody rag wrapped


around his head to keep the heavy dreadlocks from his dark
face. An impish smile plays continually on his lips.

Channa was present when Itzel and her compatriots had their
first audience with the Beggar King.

He saw the initial thrill in the despot’s eyes as he recognised


the opportunity for wealth or resources they might bring.
However, a Wailing Vulture arrived at the Flea Palace
shortly after the newcomers were taken to their temporary
accommodation. Channa witnessed that the vulture relayed
a message to the Beggar King, and his demeanour promptly
shifted to apprehension.

When the Ixlpian delegation was expelled,


Channa scurried to catch up with them but
was too late as the Shrouded Izhrit gang
waylaid and trapped the three delegates in
an alleyway.

He saw Itzel escape with several gangers on her


heels and was torn between following her and staying to see
what happened to her companions. Channa remained with
the companions and observed them from afar as they were
dragged into a nearby building. He has been casually on the
lookout for Itzel and her companions ever since. Still, he is
unable to learn anything until he sees her with the characters.

Channa is generally a nonchalant and carefree spirit willing


to aid his fellow man but unwilling to risk his own neck or
his gang in doing so.

He is ready to share insights and offer noncommittal aid.


Still, He is initially hesitant to get particularly involved for
fear of the Shrouded Izhrit, the ire of the Beggar King,
and whoever sent the Wailing Vulture.

However, Itzel’s ordeals have sparked a compassionate


glow in him and discontent towards the Beggar King,
prompting a potential shift in his nonchalance and
allegiances.

For stats, Channa follows the MOLE PROFILE.

267
Commander T’Pali
T’Pali is the commander leading Prince Miyh’s contingent
in the search for humans to be absorbed into the disciples
of Halqu Sarrum.

The commander is fanatical in his devotion to Halqu Sarrum


and a formidable soldier and swordsman. Ordinarily, T’Pali
commands an entire legion of soldiers, but he requested
leave to follow Prince Miyh after the Prince’s bodged attempt
to secure an Arboreal Nadhir in Llyhn.

Despite all appearances, T’Pali suspects disloyalty in Prince


Miyh and volunteered for the assignment as much to keep
an eye on him as to help him.

Commander T’Pali embodies power and confidence, and


despite formally outranking him, defers all authority to
Prince Miyh so long as he stays on course.

The commander has a tactical mind and plays the long game,
recognising that battles may be lost as long as the war is won.
Thus, while he considers himself crucial to Halqu Sarrums
plans and has no qualms about using any means to achieve
his master’s ends, he is not foolish.
He knows when shrewdness and duplicity are preferential
to bravado.

Commander T’Pali
WEAPONS Sword (+9) [blade wall / weapon
master]
REACH Adjacent (2)
ATT SPEED 0
DMG D12+3 [11+ exception hit / +1
to exceptional hit table]
HEALTH 32
DV 10
PROTECTION 10 [negates piercing 1]
PRIMARY Blade weapons [9 / blade wall and
SKILLS weapon master], Defence [2],
Expression [6]
SPECIAL Inspiring, Enlightened [5 / lesser
Void halo and changeling]
EQUIPMENT Heavy and tempered blade, perfect
grip, and perfectly balanced sword,
reinforced torso plate armour, spiked
metal pauldrons, leather greaves,
regalia, the seals of office from Halqu
Sarrum.

268
Rumours persist that she was born on Earth, speculation –
Court mystic whether true or not - she exploits to gather followers and
strengthen the position of the enclave among the human
population of Llyhn.
Prince Miyh’s court mystic is a shady character found aboard
the Herald of Dawn. The Mystic aids prince Miyh in torturing She is inclined towards the idea of bringing the Ixlpian
and interrogating Ixti to learn the location of Ixlpa and how people into the fold to strengthen humanity. Still, she has
to get there. reservations about the feasibility of the task and whether it
is worth the risk.
The Court Mystic is appointed by Halqu Sarrum and not
part of the Prince’s inner circle, serving mainly as protection
during Void travels and occasionally aiding as the Prince
sees fit. Fikkur
The Mystic is loosely informed of Halqu Sarrums overall
plans and aware that Prince Miyh is pursuing a group of Fikkur is a wizened old Lamassu the protagonists encounter
humans on the orders of Halqu Sarrum. on Kor’Tuan. To keep the strain relatively moderate,
he hopes to find a comfortable position as a guard for a
It retains the information garnered from interrogating Ka’Alum aristocrat, preferably of the Ka’Nikilin rank or
Ixti and has deduced that they must seek out the human lower.
settlement and capture or subjugate it.
Fikkur is a hardened veteran who has fought in many wars
It knows the route description to the Void rupture on over many years, and the toll is starting to show.
Kor’Tuan as given by Ixti: “From the slaver city by the The Lamassu is congenial but tends to speak tersely to
deep, cold lake find the shattered mountain. Travel to the conserve energy. While not in his prime, Fikkur is still of a
broken mountainside and follow the crescent ravine below relatively exalted rank and commands respect.
to its end where the mines are. From the mines, traverse
the plain of pillars sunwards until you reach the punctured For stats, FIKKUR follows the LAMASSU PROFILE
peaks. There on the slopes in a deep cavern, you will find degenerated by one rank in all Traits.
the gloomy entry to the midnight ocean.”

Halqu Sarrum
Feerada
Halqu Sarrum is an enigmatic Warlord waging holy war on
Feerada is the supposedly Earth-born, despotic leader of faraway worlds. He is gathering lost human tribes to his cause
the Feeradani enclave. She is an elderly one-armed woman as he believes they will be instrumental to his ultimate goal,
infamous for her unyielding resolve and determination to getting to Earth.
propagate humanity.
Halqu Sarrum commands legions of followers and has
Feerada is a highly respected Matriarch amongst humans, unimaginable resources at his disposal. Still, he is being
and the people inhabiting the enclave are incredibly loyal thwarted in his efforts by several factors. First, he cannot
to her to the extent of an almost personal cult, despite her come to Llyhn as the Unseen Rulers would oppose him.
inclination towards tyrannical rule. Second, he has powerful adversaries that have recently
revealed themselves and taken up arms against him. Finally,
While she is the undisputed ruler of the Feeradani enclave, he has yet to discover a way to get to Earth if it even still
she keeps a cadre of close advisors and trusted retainers to exists.
act as her extended arm.
His hordes and servants belong to one of three types:
Her current advisors include the devoted Kûn Azhar, leader Indentured individuals whom he has some sort of leverage
of the Rasha Galam, a partisan constabulary of former over or are afraid of the consequences should they oppose
mercenaries and brawlers, and her two main confidants him.
Ahu Ez and Rebu A’ul. Likely more out of necessity than
any deep-rooted religiosity, she has allied herself with the Zealous disciples worshipping him as a deity.
influential cult of Tiamat. Opportunistic people enthralled by the looting,
bloodshed, and prospects that come with waging war.
Prince Miyh is of the first kind as Halqu Sarrum occupied
his land, Hhyli, and forced its population to serve him.

269
The protagonists might learn that the Warlord has an affinity
for humanity and hear rumours that he is searching for Earth.
Although these rumours are not corroborated in UNDER
NEBULOUS SKIES, Arbiters are encouraged to propagate
the hearsay with the relevant NPC’s including crew and
officers on the Herald of Dawn and Kuy’Siung in the cavern
on Kor’Tuan.

Halqu Sarrum’s icon is a twelve-pointed sun. Characters who


have gone through the events of the “Those who would be If she is approached by the characters, she may see a reason
Gods” campaign and “Dark Dealings in the Shaded Souq” to speak with them, attempting to gain them as allies against
are familiar with the icon. Halqu Sarrum and explaining that Prince Miyh is indentured
and acting under duress.
She may reveal secrets about the prince and his past if
Hiritiih convinced that she can trust the characters to want to help.

She is no fool, however, and will not reveal anything without


assurances and guarantees.
Hiritiih is a Timaniém mercenary the protagonists encounter
in the Testing Ground on Kor’Tuan. She is a tall, exiguous,
For stats, Hiyz follows the regular ICA PROFILE.
and somewhat aloof Timaniém who claims to have come to
Kor’Tuan offering her skills and services as a bodyguard or
assassin to the highest bidding Ka’Alum aristocrat.
Indiblu’alu’ala
What she does not necessarily reveal is that she is on
Kor’Tuan as a runaway. She murdered her previous
employer, a petty tyrant on some backwater world but failed Indiblu’alu’ala is a shrewd Ghul warrior-poet-mystic the
to realise that she was exploited as a pawn in a political game protagonists encounter on Kor’Tuan. She has earned a
and became a liability if she remained alive. dubious reputation in Llyhn for killing her enemies in
spectacularly gruesome ways and then composing hauntingly
Hiritiih is extraordinarily well-informed about the Testing beautiful elegiac ballads about them afterwards.
Ground and aware that she will be safe from reprisals if
she impresses a Ka’Alum aristocrat and gains employment. Her arrival in Kor’Tuan has been anticipated for some time,
However, until she has gained a Ka’Alum patron, she could and she is absolutely confident of her ability to attract a
still be extradited by the conspirators from her previous high price. She is haughty and arrogant but also incredibly
employer’s world. captivating.

Once chosen at the Testing Grounds, the Ka’Alum consider Unless the characters do something extraordinary to attract
the retainer’s life before their employment to be expunged. her attention, she is likely to simply ignore them.
And, as an added bonus, Hiritiih believes that few would
risk crossing a Ka’Alum aristocrat in any circumstance, and For stats, Indiblu’Alu’Ala follows the regular GHUL
much less so in their own city. PROFILE.

Hiritiih is initially resistant to conversing with the protagonists,


but she can be won over and is an honourable and honest
interlocutor if so. Itzel
For stats, Hiritiih follows the regular TIMANIÉM PROFILE.
DESCRIPTION: Itzel is a pureblood delegate from a hitherto
unknown human settlement known as Ixlpa.
The settlement was founded following the exodus from Earth
Hyiz, the consort as numerous humans appeared from the same rupture on
a strange world with greyish skies and odd, red vegetation.
After a few generations of mostly peace and prosperity,
Hyiz is the consort and trusted advisor to Prince Miyh. She the ruling council decided to send out delegations to find
is deeply enamoured with the prince and desires only to other humans, and that is when they rediscovered the Void
save him from the clutches of Halqu Sarrum. rupture. Several delegations were sent through, and a few
She is a capable individual in her own right but relegated even returned with sightings of other humans.
to a secondary role; she is able to see and accomplish
things the prince cannot, which suits her purpose well. When she came of age, Itzel was chosen as a delegate by the
council of Ixlpa. She was soon sent out on her first mission
with two veteran delegates, Ixti and Xitl, to find and establish
contact with other human settlements.

270
By chance, she and her two delegation companions emerged
from a Void rupture near Kimah.
After their arrival, they first came to Beggars Court and
gained an audience with the Beggar King and his cronies
who invited them to stay, engrossed with the prospects of
wealth and opportunity these bejewelled foreigners touted.

However, the Beggar King soon rescinded and ousted them


for reasons unknown to Itzel. As the delegation left Beggars
Court, they were lured into a trap by the Shrouded Izhrit
gang, and only Itzel managed to escape.
After the ambush, Itzel wandered Kimah for three days
until she eventually heard about the Feeradani enclave in
Shallowwater. She managed to get across the Margidda river
and ultimately found her way to the mudflats outside the
enclave and noticed the protagonists at the burial.

APPEARANCE: Itzel is dark-skinned and


maintains a stoic expression. Her dark
eyes are piercing but not unpleasantly
so, and she often speaks with a gravitas
that belies her youth.

GOALS: Itzel’s mission is to find and


initiate contact with other human tribes.
She is a diplomat at heart and is not used to
the harsh conditions facing humanity beyond
Ixlpa. When she meets the protagonists, her main
objective is to rescue her companion delegates. Once she
learns of Prince Miyh’s intentions, her aim becomes to
return to Ixlpa and warn her people.
As she witnesses the cruelty and discrimination visited upon
her species, she embraces the added purpose of bettering
the conditions for humanity everywhere.

GARB: Her facial features look foreign to any known human


race in Llyhn. Her clothing, visible jade jewellery, and skin
paint clearly denote her as a foreigner in the Eternal City. Itzel
ALLIES/HELPERS: Itzel travelled to Llyhn with two fellow AGILITY 3 HEALTH 19
delegates, Ixti and Xitl. Both were captured by the Shrouded AWARENESS 3 SIZE Medium
Izhrit. Ixti is the most veteran of the three. He has visited
several other worlds and told Itzel about Void ruptures STAMINA 2 MOVE 4
leading back to Ixlpa, should she ever find herself on one STRENGTH 2 WEAPON Dagger (+1)
of them. INTELLECT 5 REACH Close (0)
QUIRKS: Itzel does not initially speak Dariij, so she tries PERSUASION 5 ATT SPEED 0
to communicate with the protagonists using hand signals, PRESENCE 4 DMG D4-1
body language, and gesticulation. She is, however, a natural
WILLPOWER 3 DV 7
linguist and quickly picks up enough phrases to understand
the protagonists and make herself understood using three- PROTECTION 0
four word sentences and simple words. Thus, Itzel can act
as an interpreter for the other Ixlpians encountered during
the campaign. TALENTS/ Natural linguist
FLAWS
The Arbiter is encouraged to follow the above to enhance PRIMARY Expression [3], intrigue [3], and
the experience and language divide experienced by the SKILLS: socialise [3]
protagonists.
EQUIPMENT Ordinary dress, slippers, copper and
jade belt, dagger, cane, jewellery, and
COMBAT: Although Itzel abhors violence, she does
personal items.
know how to use the dagger at her side if pushed.

271
Ixti Ka’Alum envoy

Ixti is a pureblood human delegate from Ixlpa who This Ka’Alum is hired to circumvent the bureaucracy and
accompanied Itzel to Llyhn. He is enlightened and was the facilitate Prince Miyh’s temporary stay on Kor’Tuan. Her
one who guided his companions through the Void. only allegiance to Prince Miyh is at the end of a purse-string,
meaning that she can be cajoled or bribed to reveal what she
After the delegation was ousted from Beggar Court, he and knows if the protagonists manage to speak to her. However,
Xitl were captured by the Shrouded Izhrit gang and taken to she is no fool and will need to be compensated amply to
the dungeons in Warrens beneath Kimah. betray her current commitment.
He witnessed Xitl be driven mad and was himself abducted
by the Daughters of Wailu, working on behalf of Prince She is of Ka’Nikilin rank and is well-connected to the point
Miyh. Taken to the Herald of Dawn, he was tortured and of being able to introduce Prince Miyh to one of the three
interrogated about the way to the Ixlpa settlement. Ka’Vith on Kor’Tuan, facilitate easy entry, and secure local
assistance for the prince’s further travels on Kor’Tuan.
Because Ixti has been to Kor’Tuan – the Ka’Alum Federation
world – in a past effort to find other humans, he knows of a Beyond the trip to Kor’Tuan, she is unaware of Prince Miyh’s
route leading to Ixlpa from there. He eventually succumbed final destination and purpose.
or was Mystically mind-probed to reveal the way to the Void
rupture on Kor’Tuan. For stats, the envoy follows the regular KA’ALUM PROFILE.

During their early travels, Ixti described the route to the


Void rupture on Kor’Tuan to Itzel, enabling her to find it on
her own once she recognises the correct landmarks.
Ka’Nikilin Tu’Tash

THE ROUTE AS DESCRIBED BY IXTI: Ka’Nikilin Tu’Tash is a minor Ka’Alum aristocrat overseeing
a mining quarry in the Crescent ravine on Kor’Tuan.
From the slaver city by the deep, cold lake, find
the shattered mountain. Travel to the broken She is exasperated with her lot in life as, after a minor
mountainside and follow the crescent ravine below offence, she was relegated to manage a deteriorating mining
to its end where the mines are. From the mines, quarry far out in the wasteland of Kor’Tuan.
traverse the plain of pillars sunwards until you
reach the punctured peaks. There on the slopes in a The responsible Ka’Vith is one of the three encountered in
deep cavern, you will find the gloomy entry to the Tuan and a competitor to the character’s Ka’Vith patron –
midnight ocean. whoever they manage to get as a patron.

Ka’Nikilin Tu’Tash is markedly interested in current events


in Tuan. Suppose the characters are in the good graces of
If the protagonists free Ixti from his captivity aboard the
a Ka’Vith. In that case, she shamelessly flatters and cajoles
Herald of Dawn, they find him a broken man. He has been
them, expecting to manipulate them to restore her to former
subjected to physical and mental terrors that have crushed
glory rather than waste away in the wretched quarry.
his spirit, and he fears that his revelations could lead Prince
Miyh to the settlement, dooming the Ixlpian people.
If the characters convince her that they can benefit her
ambitions, she will be obliging, possibly even aiding them on
Given time and rest, he will regain some of his former spirits
their venture with what limited resources she has available.
and do what he can to assist Itzel and the protagonists in their
attempt to reach Ixlpa before the prince.
Her demeanour will instantly reverse from congenial to
hostile if she concludes that the protagonists are of no
For stats, Ixti follows the SLAVER PROFILE.
political use to her, if they snub her, or if she learns that
they are runaway slaves.

For stats, Ka’Nikilin Tu’Tash follows the regular KA’ALUM


PROFILE.

272
to her studies of Ka’Alum lore and heritage. However, she
Ka’Vith’Ilun recognises the advantage of playing the political game to
continue her vocation. Vith’Ilun is entirely unconcerned
with the federation as a whole, recognising that while it may
Ka’Vith’Ilun is one of the most respected and oldest have political benefits for the Ka’Alum, the practical reality
members of the collective Ka’Vith rank, the highest is one she has no wish to be involved in. Consequently,
federation aristocracy ranking outside the conclave. She is appointed magistrates and other officials manage all but the
one of three Ka’Vith assigned to Tuan to manage the affairs most important of her federation responsibilities.
of the federation.
She is utterly uninterested in humanity - they are just a
Vith’Ilun has enshrined herself as the chief authority on means to an end – and she will only take on the patronage
Ka’Alum lore and heritage. As a result, she is invited to of the protagonists to win the ongoing rivalry with the other
virtually every major Ka’Alum gathering. No party or outing Ka’Vith in Tuan. Naturally, therefore, she expects anyone
of the societal top echelons is complete without her. in her employ to be effective, quiet, and efficient.
She is largely disinterested in anything that does not pertain

Ka’Vith’Migus
Ka’Vith’Migus is a recent entry to the ranks of the Ka’Vith.
He is a determined and intelligent political operator who
used his mercantile instincts to thrust himself into the upper
echelons of Ka’Alum society.

He is a meticulous planner and a political mastermind. While


he is not the wealthiest or most affluent Ka’Vith in Tuan, he
is probably the most popular as he spends considerable time
and coin on propagating himself and his influence within the
higher echelons of society to reinforce his position.

He finds humans fascinating and regularly employs them for


specific tasks or just to enjoy observing them. He spends
much of his leisure time devising strange, whimsical little tasks
for them to undertake. His allure stems from a fascination
with humanity’s tendency towards nonconformity, a notion
largely frowned upon and rejected by Ka’Alum culture and
society.

Should the protagonists find themselves working for


Vith’Migus, they will find it reasonably lucrative but
overflowing with pestering questions, annoyances, and
bizarre assignments mostly coming from Vith’Migus himself.

Ka’Vith’Sekunn
Ka’Vith’Sekunn is a ruthlessly effective political operator
who dislikes humanity intensely. He finds them mentally
inept, sentimental, and conceited. Their inability or even
reluctance to adopt the rigid and meticulous Ka’Alum way
of life chafes against his sensibilities.

He considers them useless for most tasks required of


Ka’Alum servants. Still, he is a pragmatist who can
recognise advantages in exploiting these uncivilised
savages for specific assignments. As long-term servants,
what makes humans impossible to deal with makes them
extremely useful for certain, carefully selected purposes.

273
To this end, and to aggravate his rivals, Vith’Sekunn will She is in emotional turmoil when the protagonists encounter
always seek to outbid the other Ka’Vith in the Arena when her. Fearing for her life and confused by her abandonment,
humans are performing. Those that he manages to acquire she is an emotional wreck looking for affection and
are utilised and then discarded once their usefulness is over. compassion to cope and willing to get it from anyone. In
this state, she is highly impressionable and can be coaxed to
reveal everything she knows about the prince.

While she knows plenty about his life and travels and has
served him for an extended period, she has no idea about
his inner turmoil and hidden aims.

What role she may play for the characters depends entirely
on their treatment of her.

For stats, Kuy’Siung follows the regular BA’WAIKH


PROFILE.

Kûn Azhar Lak-Ses-Ad-In


Lak-Ses-Ad-In is an Aq’Jarea prospector the protagonists
Kûn Azhar is the leader of the Rasha Galam and a staunch encounter in the deteriorating mining quarry in the Crescent
ally of Feerada. Ravine on Kor’Tuan. At the behest of a remote Ka’vith, he
is investigating a recent meteor strike hoping to secure exotic
In his early forties, he is an impressive human male who lost mineral deposits from the impact site.
his family and two daughters while a slave. He was eventually
purchased and set free by Feerada. Still, his traumatic history Lak-Ses-Ad-In is set on making his fortune here and is
induces certain extreme tendencies and occasional neurotic unwilling to risk his endeavours by breaking the trust or
behaviour, occasionally leading to fits of uncontrollable rage. policies of the ruling Ka’Alum. He has a fiery temper but is
also quick to calm down.
He has a hand in most of the activities conducted by the
enclave – clandestine or otherwise. While his principal aim is He is initially impartial towards the characters but instinctively
always to safeguard the enclave, his past makes him inclined suspicious that they might be out to explore the same impact
to aid enslaved or distressed humans even if this poses a risk site as he. If reassured, he is not averse to travelling together
to the enclave at large. with them. However, if he suspects foul play in any shape or
form, he immediately reports them to Ka’Nikilin Tu’Tash,
He will endorse the scheme if he can be convinced that the resident Ka’Alum official.
helping Itzel will either increase the enclave’s security or
ensure that they are not captured and sold into slavery.
Kûn Azhar cannot be corrupted, bought, or otherwise
compelled by bribery or quid pro quo arrangements.
Lak-Ses-Ad-In
WEAPONS Chakram (+3) / Punching dagger
(+3)
Kuy’Siung REACH Thrown / Close
ATT SPEED +1
Kuy’Siung is a Ba’Waikh servant in the entourage of Prince DMG D4 / D4+3[1]
Miyh. She is abandoned as a decoy while the prince and HEALTH 15
his entourage sneak past the Kor’Tuan monstrosity in the
Rupture cavern of the Kor’Tuan wasteland. DV 10
PROTECTION 2
Kuy’Siung became captivated by Prince Miyh’s inspiring
PRIMARY Acrobatics [4], commerce [4],
radiance and composed mannerism, devoting her life and
SKILLS survival [3], trade - prospecting [5].
efforts to him.
SPECIAL Accuracy (dagger)
Kuy’Siung has been smitten for a long time and only EQUIPMENT Four small chakrams, two punching
realises that the prince has no care for her when she is daggers, cloth armour, nathaliin
wantonly abandoned on Kor’Tuan. mount, prospecting gear, Ka’Vith
signature seal, provisions, and a few
valuables.

274
La’Minuh
La’Minuh is a charming Ka’Alum noble encountered on the
yacht during the Lavin’Duh hunt on Kor’Tuan.

He is young, fiery, and determined to make a name for


himself but has difficulty subjugating himself to the traditional
restraints of Ka’Alum society. Consequently, he refuses much
of the existing, highly ritualised elements of Ka’Alum socie-
ty, finding the strangeness and exoticism of other worlds
much more to his taste.

He might be intrigued by the protagonists but tends to form


his own concept of the world, irrespective of what they
might say. In addition, his rather aggressive and youthful
approach make him obstinate and resistant to questions but
also thoughtlessly talkative.

For stats, La’Minuh follows the regular KA’ALUM PROFILE.

Lihan Sarq
Lihan Sarq is the leader of the Gishtil gang in Beggars Court.
Lihan and her gang are part of the coalition, mainly out of
necessity rather than any loyalty to the Beggar King and his
supposed vision.

Lihan bonded with Itzel the moment she met the young
delegate and was confirmed in her displeasure with the
Beggar King following the Ixlpa delegates’ eviction.

Lihan is a shrewd leader with a profound understanding of


the compulsions and passions dictating the behaviour of Lihan Sarq
people. As such, she recognises a tactical advantage in the
affinity and affectionate relations between people enabling WEAPONS Curved sword (+4)
her to build loyalty and dedication unmatched by any of
REACH Adjacent (2)
the other gangs in the Beggars Court coalition. While she
may be deliberate in her choices and governance, she is not ATT SPEED -1
manipulative. DMG D12+1
HEALTH 21
Lihan Sarq is an impetuous, mature woman who has a clear
purpose and vision. She does not back down once she has DV 6
committed to something, and most who have made an PROTECTION 5
enemy of her regretted that decision. She has a pet horncrow
acting as her advisor, spy, and confidant. PRIMARY Streetwise [4], bladed weapons
SKILLS [5 / sure strike], observation [3],
Without the presence of Itzel, Lihan is impartial and even intimidation [3]
uninterested in the characters. If, however, Itzel is in their SPECIAL Torso scale mail, leather bracers,
company and is well-treated, she is amicable and helpful. superior sword, horncrow, and
personal belongings.
With her considerable influence and sizeable gang, Lihan
EQUIPMENT Four small chakrams, two punching
Sarq can be a valuable ally. But she is not easily swayed, and
daggers, cloth armour, nathaliin
her favour must be earned. Lihan trusts her intuition and is
mount, prospecting gear, Ka’Vith
often suspicious of outsiders and all the other gangs in the
signature seal, provisions, and a few
coalition, to the point of not tolerating their presence within
valuables.
her gang’s premises without a chaperon.

275
Mi’Nath
Mi’Nath is a prying Ka’Alum administrator, keen to
query those waiting to enter the Testing Grounds. He is
disinterested in individuals but quite intrigued by newly
arrived humans as specimens of their species.

He closely examines newcomers of species he finds intriguing,


jabbing at their faces, limbs, and equipment with his stunted
Maly claws. His clacking beak spouting question after question and
expecting comprehensive responses to satisfy his curiosity.

Maly is an Oord merchant captured by the Shrouded Izhrit If enticed, Mi’Nath has relevant information about the three
and kept in a cage in their warrens. Ka’Vith, their competition, and the Lavin’Duh hunt.
Maly is a wealthy merchant with a lucrative tea trade in However, conventional methods of obtaining information
Khameeliya. And while arrogant and haughty, it is also astute do not work with Mi’Nath; the sole option available to the
enough to not let conceit cloud its judgement and will keep characters is to allow him to prod and poke them like pieces
its word. of meat.

Maly speaks in a high-pitched voice and enunciates words For stats, Mi’Nath follows the regular KA’ALUM PROFILE.
wildly when speaking as if expecting others to have difficulties
understanding. It considers everything a negotiation and is
always looking for leverage or an opening to get its way.

Suppose the characters release and help Maly escape from


the dungeons. In that case, it will honour whatever bargain
was struck for getting it out and may even go beyond this
if the characters prove helpful and potentially useful in the
future.

Should the characters decide to leave Maly or only release it


to find its own escape, it will become an antagonist. Maly will
not hesitate using its fortune and connections to eventually
get back at the characters for their supposed misdeed.

For stats, Maly follows the regular OORD PROFILE.

Mimulk
Mimulk is a Harith merchant encountered in Tuan, the
provisional Kor’Tuan capital. He is an ambitious trader in Msiala
possession of federation documents enabling him to trade
legally in Kor’Tuan and exempting him from slavery. He is
cordial but also clever, looking for opportunities to increase Msiala is a Shirr tavern proprietor in Kimah. Msiala is a jovial,
his wealth and affluence in everything he does. gaudy fellow keen to bring good cheer to an otherwise dreary
neighbourhood. Msiala is canny and knows that because
If the protagonists offer him an incentive - whether he does not water down the liquor, his tavern is rife with
monetary or otherwise - Mimulk is likely to listen and talk. drunken chatter, wild rumours, and juicy gossip, further
Mimulk has not visited Kor’Tuan before, but his syndicate perpetuating its popularity.
associates have. Because of this, he has an excellent
working knowledge of what to expect on Kor’Tuan and While Msiala is not in the pocket of the Shrouded Izhrit,
how to placate or entice the resident Ka’Alum. most of the patrons in the tavern are.

For stats, Mimulk follows the regular HARITH PROFILE. For stats, Msiala follows the regular SHIRR PROFILE.

276
Qiqiriih
Qiqiriih is a renounced Timaniém, desperately looking for
acceptance from her kin. She seems visibly dishevelled and
emaciated, while her missing hand and brutal scarring indicate
that she is has seen some savage action on her travels.

She has been cast out of her tribe for past transgressions
and desperately wants to redeem herself by retrieving stolen
green obsidian. There is a palpable sense of desperation
to Qiqiriih’s behaviour - a disparity between her openly
aggressive manner and actual purpose.

Depending on which manner the characters appease Qiqiriih,


she may possibly share her story. Although she is too proud
to apologise, she will act repentantly. However, should the
protagonists handle the encounter less than delicately or even
aggressively, Qiqiriih is prone to develop into an adversary.
Therefore, the Arbiter should make her a recurring
antagonist seeking to ambush Itzel and the protagonists with
increasing desperation until killed or pacified.

While Qiqiriih prefers her native tongue, she understands


and speaks Dariij well enough to be comprehensible, should
she wish to.

Orah Cort Qiqiriih


WEAPONS Kpinga (+3)
Orah Cort is the leader of the Songbirds, the espionage REACH Adjacent (2) / Thrown (15/30/45)
branch of the Rasha Galam. She is recognized as the spy
mistress, an epithet she does nothing to quell. ATT SPEED +2
DMG D6
Little is known about her past or private life, and she rarely
HEALTH 23
appears in public. She has a reputation as being cunning and
cynical, and she is often included in the council of Feerada DV 8
despite not being a councillor. PROTECTION 0

As with everything else, she distrusts Itzel, concerned that PRIMARY Acrobatics [3] and Survival [4].
the young girl can be manipulated or coerced to be a threat SKILLS
to the enclave. SPECIAL Currently emaciated. Climbs
at regular speed and inverted
Whether the protagonists decide to take the Feeradani movement.
proposal to go to Kor’Tuan or not, Orah Cort is certain to EQUIPMENT Kpinga, ragged clothing, various
have at least one Songbird amongst the crew or approaching tools, provisions, and utilitarian
characters to get them to be her eyes and ears. items.

277
a squadron of soldiers led by commander T’Pali for personal
Prince Miyh protection. His consort, Hyiz, is his sole consolation and
support in his anguished existence. She works feverishly to
alleviate his concerns while supporting him and aiding their
Prince Miyh is one of the last surviving Ica. He is a notable people in any way she can.
lieutenant in the armies of Halqu Sarrum, consistently
entrusted with crucial assignments ranging from diplomatic DOMAIN: The island principality of Hhyli on the Ica
missions to assassinations or obtaining vital resources for the homeworld. The isles have been spared, but the surrounding
war effort. landmass is a devastated wasteland, bereft of life.

Prince Miyh’s story began when the armies of Halqu Sarrum QUIRKS: Due to the immense pressure, the prince suffers
erupted from Void rifts on his homeworld and began laying from severe anxiety (exotic illness) and experiences daily
waste to the nations of the primary continent. Miyh ruled spells of weakness and affliction. He rarely leaves his
over an island-based principality named Hhyli, which – chambers and medicinal supplies because of this.
although not inconsequential – had little chance of offering
resistance, much less repelling the formidable forces arrayed
around them.

With few options available, the prince decided to spare


his people by serving his foe rather than face complete
annihilation. The vast majority of the Ica species were
supposedly eradicated during the war.

To ensure loyalty, Halqu Sarrum left a legion on Ica’li as a


stark reminder of the repercussions should Miyh consider
treachery or fail in his assigned tasks. Furthermore, he has
taken the prince’s son Zhi’Yi as a prisoner and keeps him
close to enforce the father’s allegiance.

Prince Miyh is a gifted manipulator, schemer, and Mystic.


He employs these capabilities in the service of Halqu Sarrum
but also secretly works against him, seeking to wrest every
bit of advantage from the situation to eventually regain the
freedom of his people and son. He dares not push his luck
too far, however, as the risk of exposure and angering his
subjugator would surely be the demise of his people.

SPECIES: Ica

APPEARANCE: Prince Miyh carries himself regally in every


aspect of his life. His majestic wardrobe and stately posture
add to his innate aura of command, instantly drawing the
attention in any room he enters. The blank visage and oddly
encrusted eyes of his Ica ancestry add an air of mystique with
its lack of discernible emotion or sentiment.

GOALS: Prince Miyh is dedicated to every whim of Halqu


Sarrum - at least outwardly, and as long as the tacit threat
to his people, principality, and son remains.

GARB: Prince Miyh is dressed in traditional Ica finery as


is befitting his stature. Horn adornments signify his status
as an Ica ruler, while the rings on his ankles denote his
achievements and submission as a lieutenant of Halqu
Sarrum – jewellery and shackles merged into one.

ALLIES/HELPERS: Prince Miyh has his own forces at his


beck and call but prefers to keep them out of harm’s
way and employ only the forces of Halqu Sarrum’s
armies on his assignments. In his current assignment, he
has a group of Daughters of Wailu (Je’ehl assassins) and

278
COMBAT: The Prince is a master of traditional Ica martial
fighting, a fluid style of combat utilising flurries, feints, and Raham
acrobatics to confound opponents while striking at vulnerable
spots, numbing muscles and shattering bones.
Prince Miyh is specialised in Unarmed parry and Numbing Raham is the widower husband of Tehmeena or another
Punch and utilised the Ica fighting style where all manoeuvres deceased councillor if Tehmeena died in THOSE WHO
also function as Flurry (opposed roll or -3 mod to the WOULD BE GODS”.
following action).
Following the burial, Raham is desperate to get the body
Prince Miyh habitually performs two actions in each combat of his deceased wife back. He is terrified that her spirit will
round, preferring manoeuvres including Numbing punch, haunt him if the proper burial rites are not performed.
defensive stance, counterattack, dodge, feint, and called However, he is even more afraid to approach the temple of
attack. In addition, he often employs his Mystic abilities the Ragged Catharsis.
synchronised with his martial assault to weaken opponents
(only inducing -3/-3 to actions). If the characters help Raham, they will find that he is
reasonably well-connected because of his deceased wife.
Although he has no official position in the enclave, he can
provide the characters with information and possibly even
favours from high-ranking individuals, such as Ahu Ez and
Rebu A’ul.
Prince Miyh
For stats, Raham follows the SLAVE PROFILE.
AGILITY 7 HEALTH 26
AWARENESS 6 SIZE Large (lanky)
STAMINA 3 MOVE 8
STRENGTH 4 WEAPON Unarmed/
Stingers
(+10)
INTELLECT 5 REACH Adjacent (2)
PERSUASION 8 ATT SPEED +5
PRESENCE 6 DMG D12+1
(chitinous
stingers)
Rebu A’ul
WILLPOWER 5 DV 12
PROTECTION 1
Rebu A’ul is a councillor to Feerada and has an influential
voice in most enclave matters. He is a fervent protectionist
TALENTS/ Fast reflexes, limber, specious and and feels that the enclave shall mind its own and not waste
FLAWS inspiring / Exotic illness. time or resources on people incapable of helping themselves.
Albeit Feerada and the other councillors are not necessarily
ATTRIBUTES Chitinous skin, digitigrade legs, eye in agreement with his views, they value his opinion and the
membranes, horns, large (lanky), long perspective he gives on essential matters.
limbs and stinger.
POWERS Enlightened [5 / Void sensitivity – Rebu A’ul is bald and covers his face due to an injury that
Void drift – Void erudite – Void crushed most of his jaw, causing him to speak with an odd
float - Lesser Void ha-lo], Gnostic lisp. He likes to dress in faux finery and costume jewellery
Mysticism [6], and Sphere of Life to appear imposing and lessen the attention to his disability.
[6].
PRIMARY Acrobatics [4], Expression [6 / Albeit he is intrigued by Itzel and her people, he is innately
SKILLS: diplomacy], Intrigue [5], Unarmed opposed to the enclave providing any aid unless a direct
[6 / unarmed parry, numbing offer of fealty from the settlement through Itzel is offered
punch], Dodge [3] and Defence [2]. or sufficient bribery offered.

SPECIAL Awe [6] Suppose the characters markedly concur with his
EQUIPMENT Fine clothing, symbolic jewellery, isolationist views and reluctance to embrace the outside
winged crown, leg rings, and several world without assurances. In that case, he will likely
small packages of re-medial herbs. invite them into his close circle, giving them access to
privileged information.

279
Unknown to most of the coalition is that Tao Pa is
Ta’Gulun Voidmarked, possessing several esoteric Attributes. His
supranatural capabilities are only partially the reason for his
ascent to power; his resolve and self-discipline are what sets
Ta’Gulun is a minor Ka’Alum noble the protagonists him apart from all the tramps, thugs, and thieves in the
encounter on the yacht during the Lavin’Duh hunt on coalition.
Kor’Tuan. Leveraging his capabilities and past success, Tao Pa has
He is slightly older than his compatriot La’Minuh but no managed to broker deals with a few other gangs in Kimah,
less prone to bursts of temper. In stark contrast with his spreading his influence beyond Beggars Court.
fellow noble, Ta’Gulun is a traditionalist, seeing the baroque
structure of Ka’Alum society and culture as superior to all Even though his influence supposedly rivals that of the
other codes and styles of existence. Beggar King, Tao Pa remains in the shadows, perhaps biding
his time or looking towards other horizons to satiate hidden
Ta’Gulun is so utterly convinced of the superiority of ambitions. Tao Pa is immensely powerful in Beggars Court,
Ka’Alum ways of life, and culture, that he is relatively open and his friendship can open a lot of doors, but it must be
and friendly to all other species, thinking them unwitting earned, and the cost is high.
savages worthy of his sympathy. He is relatively easy to
talk to if one can get past the constant tone of pity and While Tao Pa is relatively proficient with his throwing
condescension. daggers, he prefers to let others fight his battles these days.

For stats, Ta’Gulun follows the regular KA’ALUM PROFILE. Tao Pa is aware of the Wailing Vulture and the threat it
conveyed to the Beggar King. He is endeavouring to discover
who sent the message and whether they pose a long-term
Tamirat threat to Beggars Court. He sees terrific opportunity in
retrieving the presumed wealth of the Ixlpa settlement but
ever cautious, he advises the Beggar King against reckless - if
secretive - action before the mysterious foe is identified.
Tamirat is an Ifrit tattoo and grafting purveyor in Kimah. He
appears in various guises depending on his mood and intent
but tends to retain dark red skin irrespective of his form.

He is temperamental and only works with those he deems


worthy to receive his blessings, as he calls it. He is a blood
ritualist and has an understanding with the Shrouded Izhrit.
He supplies them with their tattoos, and they, in turn,
provide him with potent victims for his rituals.

Although he is unlikely to admit it openly, Tamirat is familiar


with all members of the Shrouded Izhrit as his tattoos
decorate the skin of each and every one.

Tao Pa
Tao Pa is the leader of the largest gang in the Beggars Court
coalition, the Shizhû Sudé. Moreover, he acts as an aide to
the Beggar King, giving him even more prominence in the
coalition. Tao Pa has two crude scars running across his face
and dresses in fine but threadbare ceremonial robes, giving
him a deliberate gravitas despite their raggedness.
The facial scars are a vivid memento of his wresting control
of the Shizhû Sudé from the Ghul Immaru who used to
lead the gang in the past.

Tao Pa is the one to convince of the urgency and


importance of a matter before getting an audience with
the Beggar King. He is a stern leader with eyes and ears
everywhere, ensuring that very little goes on without
him knowing about it.

280
Saro is exceedingly cautious, continuously playing the game
Tao Pa to keep the various gang leaders of the coalition content and
united, yet not too unified to become a threat to his own
power. He will likely see the protagonists as useful allies and
WEAPONS Throwing Daggers (+5) attempt to win them to his side. Should they refuse him, he
REACH Thrown (12/24/36) will hide his contempt but carry a grudge.
ATT SPEED +2
DMG D4[1]
HEALTH 27
Tixli
DV 9
PROTECTION 1 TIXLI
Tixli is a former Ixlpian delegate stranded on Kor’Tuan.
PRIMARY Streetwise [5], subterfuge [4], He was enslaved but managed to escape and now lives as a
SKILLS Thrown weapons [3 / precise shot] runaway slave in the Crescent Ravine, where the protagonists
SPECIAL Voidmarked, mesmerize, Daimonic encounter him.
discord, and Daimonic whispers.
EQUIPMENT Numerous throwing daggers with Tixli is an emaciated wretch who is terrified to return to the
tempered points, ceremonial robes, rupture cavern for fear of what attacked him there when he
and personal effects. came to Kor’Tuan. Nevertheless, when he learns about the
threat to Ixlpa, he is eager to help and will aid Itzel and the
characters to succeed in their goal to reach the Void rupture.

He is not acquainted with Itzel but instantly recognises a


the Beggar King fellow Ixlpian. His delegation left Ixlpa prior to Itzel, so he
has no knowledge about current events on their homeworld.
Tixli cannot speak Dariij, meaning that Itzel will have to
The man called Saro, now known as the Beggar King, is the translate what he says unless the characters have decided to
leader of the Beggars Court gang coalition and ruler of the learn Ixlpian from Itzel.
Flea Palace.
For stats, Tixli follows the SLAVE PROFILE.
The self-styled Beggar King is a corpulent man of unhealthy
complexion and wheezing breathing. Since he took the
mantle of leadership of the scattered human gangs in
Kimah, he has grown suspicious and distrustful, rather than Unnamed parent
expanding and embracing the forlorn remnants of humanity.
Yet, despite having fallen from the ideals of his former self
and deteriorating into a depraved and slothful wretch, the This elderly human is one of the characters’ parents who is
Beggar King remains a power in Kimah. discovered in the dungeons of the Shrouded Izhrit.

Perhaps the appearance of Itzel and her companions sparked As noted in the character backstory section, the Arbiter can
something in him because some of his former vigour re- either decide or randomise whose parent it is and decide on
emerged upon their arrival. He wanted to take advantage a fitting name. Unbeknownst to the character, the parent
of Itzel and her dignitary companions for his own ends and was taken captive and has served as a slave for the Shrouded
warmly welcomed them to the Flea Palace. Izhrit since.

However, his enthusiasm was brief as a Wailing Vulture The parent is grubby and emaciated, their hair is a tangled
landed on his throne the day after, carrying a warning to mess, and their face covered with soot and grime. The parent
turn away the newcomers or risk Beggars Court getting will be in severe emotional turmoil at the first encounter.
razed. Surmising that anyone powerful enough to have a Once composed, the parent will attempt to aid their child
trained Wailing Vulture would be a legitimate threat, the in whichever way they can but is too weak to do much else
Beggar King rescinded his invitation and ousted the Ixlpian than convey information.
delegation immediately.
If the characters free the parent, the Arbiter can make
Ever the speculator, when Saro realises that Itzel is still alive them a recurring NPC, having them settle in the location
and gathering allies, he seeks to outfox whoever threatens that makes the most sense, considering the character’s
him and secretly sends his lackey Bagrah to entice and backstory and current situation.
petition Itzel to let him sponsor the expedition to Ixlpa.
If the characters have completed Those who would be
Gods, the parent has the tattoo of the twelve-rayed sun
and can reveal information about the cult and past.

281
Xitl Zhashir
Xitl is a Pureblood human delegate from the settlement of Zhashir is a Voidmarked Mystic associated with the Assembly
Ixlpa. The protagonists find him tormented and witless in the enclave. He appears at the funeral of the elder councillor and
Shrouded Izhrit warrens beneath Kimah. potentially later to petition the characters to collaborate with
When they find him, he sits at the bottom of an open cage, the Assembly for their journey to Ixlpa.
unmoving and mewling. Xitl has been driven mad by the
mental invasion perpetrated by the Shrouded Izhrit Mystics. Zhashir is a seemingly young man with pale eyes and an
The sight of Itzel or getting talked to by the characters sparks intense gaze. He is dressed in dark, loose garments with
a fleeting moment of near-lucidness in him. Still, as he tries a fitted, sleeveless robe over, shawls wrapped as a turban
to speak, nothing intelligible emerges. covering his head and an ornate cane in his hand.

Xitl is unable to do anything but be led around muttering He tends to look brooding but is quite friendly once engaged
and babbling, a stark reminder of the cruelty visited upon in conversation. For example, he might specifically approach
humanity in Llyhn. halfblood or Voidmarked characters, exchanging pleasantries
and remarking that Voidmarked and other extraordinary
individuals are treasured in the Assembly enclave.

Suppose any of the characters show an interest in the


Assembly. In that case, he offers to take them there to
introduce them to various elected representatives, the
governing body of the enclave, including the Faerdii siblings
and other prominent members.

282
Gr oups && factions
Factions
CHAPTER:

Groups
This section details various generic groups and particular
factions the protagonists may come across but that are
not given profiles in the campaign. These profiles do not
Daughters of Wailu
include Trait scores and individual capabilities, as such is
unnecessary for their use. However, if needed, the Arbiter WEAPONS Suwayyah daggers (+8)
can reference the corresponding species profile or determine REACH Close
fitting capabilities if no species is denoted. ATT SPEED +2
DMG D4+2 (parry and disarm)
Daughters of Wailu HEALTH 23
DV 9

The Daughters of Wailu are a secretive organisation consisting PROTECTION 2


solely of Je’ehl women. The members are not only pariahs TALENTS/ Ambidexterity, resolve, and
but outcasts of the entire Je’ehl species, as denoted by their FLAWS tolerance
filed-down horns. What caused this ostracism is a well-kept ATTRIBUTES Four eyes
secret, but the fact that they continue to file down their
horns is a flagrant gesture of apostasy to all their kin. PRIMARY Stealth [4], Small blades [6 /
SKILLS Accuracy, assassinate], dodge [3],
Much of their organisation, whereabouts and purpose is dual-wielding [3]
shrouded in mystery, but it is known that Halqu Sarrum SPECIAL Enlightened [3]
employs a number of them for special assignments. Versed
EQUIPMENT Two Suwayyah daggers, leather
in stealth, information gathering, and close-quarter fighting,
armour, and leather greaves.
the Daughters of Wailu have proven to be an invaluable asset
to Halqu Sarrum’s endeavours outside the battlefield.

Because of ambidexterity and dual-wielding, Daughters of


Wailu always perform two actions during combat, usually
one offensive manoeuvre and one defensive.

283
Kimah gangs

Gangs tend to focus on one specific branch of larceny,


including theft, embezzlement, robbery, extortion,
oppression, or addictive substances. Most gangs have moles, Goons & Gangers
spies or infiltrators feeding them information about local
occurrences, possible targets and so on.
Goons and gangers make up the bulk of the crew, taking
Some gangs employ lookouts placed for scouting out marks care of business and ensuring the day-to-day running of the
or opportunities. Finally, regular gang members and goons gang’s activities.
perform whatever tasks the gang needs, whether this is doing
robberies, cat burglaries, selling contraband, hallucinogenic Gangers are often armed per their role or assignments, with
herbs or whatever the gang is dealing in. robbers and extortionists typically more heavily armed than
pick-pockets and counterfeiters.
Once a gang becomes big enough to claim turf, it employs
thugs to protect its interests and territory. These brutish Goons and gangers tend to be simple bullies that run if
gangers often have a background as brawlers or trained faced with competent opposition but quickly return with
warriors and are heavily armed. reinforcements.

Moles & Lookouts


Goons & Gangers
In Kimah, moles are usually beggars, children, or discreet WEAPONS Short sword, hand axe, club or
people who can blend into a crowd. They are often not similar (0)
actual gang members but simply provide information for REACH Adjacent
some scraps or a few coins.
ATT SPEED 0
Some moles are associated because they provide services DMG D6
exclusively to one gang but are still not counted as a gang
HEALTH 16
member.
DV 7
Most moles and lookouts prefer to trail persons of interest PROTECTION 1
extensively or use their network to keep tabs on them until
they can report something tangible to a gang. Moles giving PRIMARY Combat skill [0], Larceny [3] and
false alarms or offering erroneous leads do not tend to live SKILLS Streetwise [2].
long. SPECIAL Worn clothing and sandals or
slippers, a weapon, cloth armour and
a few supplies and valuable.
EQUIPMENT Worn clothing and sandals or
Moles & Lookouts slippers, a weapon and a few supplies
(all poor quality).
WEAPONS Dagger, claws or sling (-3)
REACH Close / thrown
ATT SPEED 0
DMG D4(-1) / D3(-1)
HEALTH 12
DV 7
PROTECTION 0
PRIMARY Observation [2], Streetwise [2] and
SKILLS Subterfuge [2].
SPECIAL Alertness.
EQUIPMENT Worn clothing and sandals or
slippers, a weapon and a few supplies
(all poor quality).

284
Thugs Slaves, beggars & dregs

These gangers act as enforcers, protection, and muscle. Destitute and famished people can be found over most of
Thugs are usually murderers, former mercenaries, brutal the known Cosmos. This profile can be used generically for
delinquents, or brawlers. most slaves, dregs, prisoners, and other wretched existences
irrespective of species.
They are heavily armed and often capable enough to employ
various manoeuvres to have an edge when in a scrap:
Standard attack, all-out attack, crushing blow, wild swing,
block, grapple, improvised attack, knockdown, and stun. Slaves, beggars & dregs
WEAPONS Improvised weapon or club (-4)
REACH Adjacent (1)
Thugs ATT SPEED -1
WEAPONS Crowbill, mace, flail, or similar (+2) DMG D4-1
REACH Adjacent HEALTH 12
ATT SPEED 0 DV 9
DMG D12+1 PROTECTION 2
HEALTH 26 PRIMARY Emaciated (Stamina 2)
SKILLS
DV 8
SPECIAL Survival [1]
PROTECTION 2
EQUIPMENT Tattered clothes and threadbare
PRIMARY Combat skill [2], Intimidation [3]
sandals.
SKILLS and Streetwise [2].
SPECIAL Regular clothing and sandals or
boots, multiple weapons, leather
armour and a few valuables.
EQUIPMENT Worn clothing and sandals or
slippers, a weapon and a few supplies
(all poor quality).

285
New Speci es
CHAPTER:

New species

286
The Eternal city is home to untold species and Beings. Each species has a habitat preference and is typically
Some are prominent and abundant, others obscure and associated with a particular social structure and hierarchy,
rare. Knowing about them all is preposterous, but learning often shaped by the environment and opportunities available
about the ones you might come across is prudent. Kimah and on their homeworld.
Dhaarese are home to some of the worst scum, degenerate
crooks, and pitiful dregs in the Cosmos. The occurrence section details how likely it is for the species
to be encountered and where.
This chapter introduces some of them, along with a few
species Voidfarers are likely to encounter on their travels Behaviour explains the conventional demeanour of members
under the nebulous skies. of the species. The Arbiter can introduce deviation from this,
but the described behaviour is characteristic of the species.
Furthermore, the beasts of burden and riding animals outlined
in the Core Rulebook have been given a full description. The diet describes what foodstuff the species prefer or can
For gaming purposes, each species has a set of characteristics tolerate.
as well as a description explaining its usual behaviour, culture,
and role in the Eternal City. The designations used are as Status indicates the typical caste status of the species in Llyhn
follows: Description, subspecies, lifecycle, habitat/society, society. Again, individuals may deviate from this, but the
occurrence, behaviour, diet, status, encounters, combat, bulk of the species belongs to the given caste.
and abilities.
The encounters paragraph details how characters are most
The description details the physical aspects of the species and likely to come across the species, providing Arbiters with
gives a broad introduction. recommendations about utilising the species in their game.

Some species may have subspecies with distinct differences The combat section portrays how the species usually operates
between them, which are noted here. in a violent conflict, intermittently including the preferred
manoeuvres as well as its overall tactical understanding and
The lifecycle paragraph details the life and reproduction of capabilities.
the species as it may be relevant for Arbiters and players
to know. The abilities section describes any exceptional capabilities the
species may possess.

SPECIES PHYSIQUE MENTALITY SIZE THREAT HABITAT RARITY


AKAK Sickly and Simple Small Low Subterranean Uncommon
stooped
CAVE ONU Tripodal Outlandish Small High Subterranean Rare
GRISTLE WREN Avian carnivore Animalistic Small Low Airborne Unique
HORNCROW Bird Fickle and Small Low Airborne Rare
calculating
ICA Lanky bipedal Composed Large High Ica’li (exiled) Very rare
insectoid and measured
LAVIN’DUH Massive aquatic Beast Huge High Kor’Tuan lakes Unique
reptile
PAJURR Lanky and Acute and Medium Medium Sinnis Gibil and Uncommon
muscular indifferent Voidfar-ers
PULHU SLUG Elongated Predatorial Varies High Subterranean Very rare
gastropod and peculiar and the Void
TIHMA Bulbous Subtle and Large Medium Anywhere Uncommon
manipulative
VOID MONSTROSITY Crablike and Mindless Huge High Kor’Tuan Unique
deformed

287
1 CUBIT (50 CM)

NATHALIIN

AKOPI

RIDING BEETLE

PETHALA

DRAUGHT BEETLE

GRISTLE WREN
ARCHAIC PULHU SLUG

TIPAR

AKAK CAVE ONU TIHMA ICA HUMAN


PAJURR
YOUNG PULHU SLUG

288
HORNCROW

MASSIVE BEETLE

MARUD OX

LAVIN’DUH

VOID MONSTROSITY MATURE PULHU SLUG

289
Akak
DESCRIPTION: The Akak is an ungainly downtrodden
species that long ago lost its homeworld to the expanding
Ka’Alum Federation. About two cubits in height, they have
a lean, almost sickly build and stooped posture attesting to
their mixed bipedal and quadrupedal movement.

Dark leathery skin with mangy patches of hair gives them an


unkempt appearance even when they drape their awkward
bodies in any sort of clothing. Adornment is rare, however,
as they do not see the point of covering themselves.
Individual features are almost undetectable to outsiders, so
those who interact with other races will adorn themselves
with coloured ribbons to help tell them apart.

Their slightly elongated muzzles end in a flared nose. They


have erratic rows of pointed teeth that present a dangerous
impression. Beady eyes in sunken sockets are surprisingly
light-sensitive for their size.
Their ears sit high on their heads and point out and back at
the base but curl around in an almost ram horn way to end,
pointing forward. This gives them excellent hearing forwards
while very poor to their rear.

While walking (or rather waddling) upright, they often scurry


on all fours, though either locomotion is awkward in gait
due to their stubby limbs, which end in 3 lanky digits and
tiny claws.
LIFECYCLE: Offspring are born live and need rearing for a
They do not have opposable digits, and they are not strong, few seasons before being self-sufficient. Their average lifespan
so they are impeded in activities requiring dexterity or fine is about half that of a human. Males and females have trivial
manipulation. differences physically other than females have shorter snouts
A leathery web of skin connects their arms and torso that and four small teats.
in no way offers any benefit despite giving the impression of
flight in the distant evolutionary past. In direct contradiction Offspring do not nurse for long but are soon fed pre-chewed
to this ungainly appearance, they are fantastic swimmers over food by adults until they can rend carrion on their own after
short distances. a few months. Mothers will birth one to three offspring at a
time, and the mortality rate is about half within the first year.
They cannot hold their breath long but undulate in a
way that, with their webbed arms, allows quick and agile Only those that can withstand the natural diet survive, with
movement through the water. those of weaker constitution being naturally culled. Their
bones become very brittle with age which usually leads to
SUBSPECIES: Where Akak of weak constitution simply die their death.
in most cases, life in Llyhn has allowed some to survive and
across generations spawn a new breed. HABITAT/SOCIETY: Akak are a pack species by nature
with no clear sense of organization or leadership. While
Instead of feeding on carrion, they eat mostly fruit with they will work together for survival, they are also quick to
some fresh raw meat and soft vegetables. They look abandon members to danger rather than stand and fight.
healthier with even coats of fur, lack the offensive aromas, Material possessions and aspirations of power are not natural
exhibit higher intellect and more social skills, and therefore concepts to them.
have integrated better with other races and daily life.
On their homeworld, they preferred dense forest or jungle
Time will tell how this branch may continue to rapidly habitats and would make use of natural cave systems for
evolve into a more distinct subspecies and what their shelter. There is no sense of family or paired mating, and a
status comes to be in the city. female could birth young to multiple males in her life. Their
native language is a combination of high pitched chitters
and yips.

290
OCCURRENCE: Akak diet and uselessness to other species tribal pack life is much their preference, and they can
usually lead them to be cast into the fetid wastes of Kimah. actually live quite well in the wilds where other species would
Packs of Akak will move into whatever abandoned structure be overcome by the creatures lurking in it. They can also
or natural warren they can find. still be found in packs roaming their homeworld, though in
They lack more than rudimentary skill and dexterity to much smaller numbers than before the Ka’Alum showed up.
repair, let alone build most structures, so they are scavengers
in all ways. NAMES: Akak do not name each other, generally discerning
each other by looks and smell. However, they do not seem
BEHAVIOUR: Akak are not very social outside their own to mind being named by others and respond to the given
species and tend to be twitchy and cowardly with strangers name if they develop relationships with individuals outside
at first - with good reason. their species.
Most species kick them around like the refuse they subsist in,
so few venture outside the pack warrens in Kimah. They are COMBAT: Akak are poor fighters due to their modest
not without intellect, but they are not sophisticated thinkers dexterity and cowardly nature. If pressed into a fight, they
or schemers and often seem more like social animals than can deliver terrible wounds with their bite that is almost
tribal sentients. certain to eventually kill the inflicted with some manner of
disease.
While adapting to the Cosmos, their ability to comprehend
the Void and advanced civilization is poor. Interactions with The injury from a full bite is a vicious shredding that would
other lower castes like humans are more comfortable but heal poorly to begin with, but the “nip rot”, as others refer
still skittish. to it, inflicted by even a shallow wound, is the real problem.
The survival rate is low, especially without dedicated care.
On occasion, a stronger pack will try to assert territory in Symptoms involve fever, nausea, weakness, muscle seizure
the slums of Kimah, but they retreat quickly if challenged from blood poisoning, and necrosis of the wound that can
too sternly. While they can be marginally fearsome in this spread into a rot that consumes the victim.
district, they are easily kept in check in others.

DIET: Akak are carrion eaters and also enjoy soft fruits. Like
other such creatures, they have a natural immunity to many
forms of disease and infection so they can actually thrive
Akak
among and feed off of the death in Kimah. They cannot
digest fibrous vegetation, and cooked meat will cause them AGILITY 2 HEALTH 13
severe discomfort. AWARENESS 3 SIZE Small
STAMINA 2 MOVE 3 (walk) 7
Most people view eating the deceased of sentient species as (swim)
repulsive and consuming those that died of disease as retch-
worthy. To the Akak, however, it is simply the way of things. STRENGTH 2 WEAPON Bite (+1)
They have no overt sense of spirituality, and if a creature is INTELLECT 1 REACH Close (0)
no longer alive it is considered a food source, which means
PERSUASION 1 ATT SPEED 0
they will actually eat their own dead as well.
PRESENCE 1 DMG D4 [2]*
STATUS: Few species rate lower than humans in the WILLPOWER 2 DV 6
Eternal City, but the Akak are one of them. They lack even
redeeming features as slave labour due to their small, slim PROTECTION 0
physiques and contribute little to the machinations of more
advanced races. TALENTS/ Acute hearing
FLAWS:
Viewed as animals by the higher castes, they are mostly
relegated to Kimah, where they perform their one function ATTRIBUTES: Fangs and natural immunity
as corpse clean-up of the forsaken that die there. SPECIAL: *Nip rot infection.

ENCOUNTERS: Akak tend to be background features in


Kimah more than anything. It is rare to encounter them in
other low districts, though some have found use in Dhaarese ABILITIES: Nip rot causes any wound inflicted by an Akak
where their innate ability to retain details lets them scurry up to prompt a Stamina roll [7] to avoid blood poisoning,
and around the boards running various errands for others. causing a temporary Stamina Flaw and a loss of D3
Health points per day.
Packs will sometimes be found in the wilds outside Llyhn, The Flaws are cumulative until the blood poisoning is
living as they did on their homeworld long ago. This simple cured, after which they abate.

291
LIFECYCLE: Onu are genderless and require host bodies to
Cave Onu procreate. Once an Onu matures, several bronzy globular
eggs develop behind the entity’s carapace, attached to its
abdomen.
DESCRIPTION: These subterranean tripodal entities tend
to seek out large urban settings and other places where As eggs mature and become ready for fertilization, they
multitudes of sapient species amass. They can often be become pale in colour and slide into the Onu’s body,
found in sewers, caverns, catacombs, and other underground emerging from a central opening in the top of the carapace.
locations hidden beneath the hectic bustle of civilization.
Several tendrils around the rim of the aperture guide the egg
Onu stand about two cubits high when fully erect and out and into a bodily orifice large enough to accommodate
resemble large, green crustacean heads mounted on three the soft egg in a placated host body.
soft paddle-like tentacles. Their hard carapace is knobbly
and spouts multiple horn-like adjuncts that can be used for The egg attaches itself inside the host body, where it begins
attack and defence. to leech from its host, slowly draining vital fluids until the
host succumbs and the Onu emerges fully formed. For
Below the carapace dangle the soft innards of the Onu. unknown reasons, Onu prefer to implant their eggs into
These exposed bowels function both as mouth and organs sentient beings and keep the unfortunate host captive or
of the Onu. Once a prey item has been incapacitated, the sedated for the duration of the maturation.
entity lowers itself unto the body. Then the flesh is slowly
dissolved and digested with the help of slobber excreted by HABITAT/SOCIETY: Onu are subterranean and regularly
its innards upon contact. live in pods of up to 15 individuals but occasionally gather
in vast numbers if the environs and local food sources allow.
Contrary to widespread belief, the yellowish glowing orb at
the centre of the Onu carapace is not an eye but rather an They are clearly sapient but unable to communicate
egg ready to be fertilized. intelligibly with most known sentient species, and even
How the species orients itself is actually unknown, but it is esoteric means of communication often fails as the thought
suspected that small mandible-like protrusions at the front processes of the Onu are highly outlandish. There seems
of the carapace are some sort of sensory organ enabling the to be a clear hierarchy amongst the species, but there are
Onu to orient itself even in complete darkness. no superficial indications - such as size – to distinguish the
leaders.
With no apparent need to breathe, Cave Onu occupy
land and submerged environments equally well but tend
to build their nests suspended from underground ceilings
and cavern overhangs. Their paddle-like tentacles function
both as prehensile appendages for climbing and regular land
propulsion as well as flippers in liquid environments.

SUBSPECIES: Several subspecies and distant cousins


of the Cave Onu exist across the Cosmos, and
most bear a strong similarity to this primary
branch of the species.

292
Cave Onu build nests similar to stalactites suspended from As soon as they have struck their victim, their superior agility
grotto ceilings or similar by mixing their slobber with ground- and speed allow them to regain their footing immediately
up rocks or dirt to form a malleable paste that hardens into and be ready to strike at or attempt to subdue their prey in
near rock-like solidity. the subsequent round.

OCCURRENCE: Cave Onu are rare in most habitats but Once engaged, Onu have three different principal attack
relatively common in or near urban centres with underground manoeuvres: They can launch themselves with their carapace
environments nearby. first into a victim causing D12+2 damage and functioning
as a knockdown attack; they can thrust their horn-like
BEHAVIOUR: Onu generally seek to keep their presence protuberances at an opponent in an attempt to impale or
unknown from the adjacent sentient species as their dietary otherwise injure them, causing D12 damage; or they can use
and reproductive patterns make them targets for reprisals one of their paddles to slap a victim, causing D6 damage and
should they be discovered. potentially pinning the body-part of the victim.

They will trap and eat or impregnate sentient beings entering On a successful pinning attack, they will follow up with one
their domain and occasionally lead individuals inside to be more at +3 to both attack and pinning roll, after which
subdued should naturally occurring food sources be scarce. they will attach themselves to the victim and begin digesting.
This causes D6 acid damage and requires an opposed
They tend to strike at lonesome individuals or groups they Strength roll (retaining their +3 bonus) for the victim
think themselves easily able to overcome but will hide from to wriggle loose. The first round of acid damage is mildly
those they deem problematic to overpower. acidic and increases potency by one category per subsequent
Occasionally they will capture a specimen of another round, including fear effects.
species and keep it captive for study, later consumption, or
impregnation. They will place such victims in suspended nests ABILITIES: Onu can climb sheer or inverted surfaces without
next to their own, preventing most non-flying creatures from penalties as long as the surface is naturally rough. Polished
escape unless they are willing to risk falling. or unnaturally flat surfaces will inhibit the Onu, keeping it
grounded.
DIET: Onu feed purely on flesh.
Onu are able to propel themselves through water and similar
STATUS: Onu never interact in communities outside their liquids at surprising speeds using their paddles. Unobserved
own and therefore have no standing in Llyhn society. Onu hiding in their nests gain a +6 to surprise rolls when
making an ambush attack.
ENCOUNTERS: Onu are generally only encountered in or
near their underground lair. Occasionally – if a pod has
grown too large to sustain itself on the nearby food sources
– a group will leave to find another place to settle. Cave Onu
Such groups try to move underground or in waterways if
at all possible and will only be encountered on land under AGILITY 6 HEALTH 17
cover of darkness.
AWARENESS 3 SIZE Small
Characters entering an Onu domain might notice abundant STAMINA 3 MOVE 8
stalagmites but might not think anything of it as these STRENGTH 3 WEAPON Ram (+2)
resemble naturally occurring formations. Thrust (+3)
Slap (+3)
Onu will only voluntarily reveal themselves if they decide to
attack the characters; otherwise, they will stay inside their INTELLECT 3 REACH Adjacent (1)
nests until the trespassers have left. Should the Onu decide PERSUASION 0 ATT SPEED +3
to attack, they will poise themselves in the nest openings and PRESENCE 5 DMG Ram: D12+2
drop unto the unsuspecting victims as they pass underneath. Thrust: D12
Slap: D6
COMBAT: Onu consistently use ambush tactics and will
never willingly engage in combat any other way. Waiting WILLPOWER 6 DV 9
until the opportune moment, the Onu dislodge themselves PROTECTION 3
from the ceiling, striking their unwitting victim with their
hard carapace, knocking them down and potentially stunning
them. TALENTS/ Fast reflexes and fearless.
FLAWS:
The Onu’s drop attack is made as a sneak attack causing D12
ATTRIBUTES: Adhesive appendages, acid,
damage, an exceptional hit on 11+ and the added effect
alternative sense, horned chitinous
of causing a knockdown effect on an even attack roll or a
carapace, small, and tentacles.
stunning effect on an odd attack roll.

293
individuals flying and hunting together. On rare occasions,
Gristle wrens immense flocks gather together, annihilating the wildlife of
entire areas with their voracious appetites.

DESCRIPTION: Gristle wrens are a species of carnivorous BEHAVIOUR: Gristle wrens are opportunistic hunters that
aerial creatures that roam the skies of Kor’Tuan. only target healthy prey if they travel in large flocks. They
Relatively small, Gristle wrens have four wings, grey leathery often soar around settlements, caravans and similar-looking
skin, and ogling crimson eyes. A short stinger mounted on for exhausted slaves or other easy prey to nibble on.
their lower jaw enables them to effectively attach themselves
to a victim and be impossible to dislodge without substantial Gristle wrens have been known to stalk groups venturing
force. into the wasteland of Kor’Tuan, hoping for environmental
hazards to debilitate them and present an effortless meal.
Lone specimens have been known to pick at the living flesh of
exhausted and debilitated victims but can easily be frightened DIET: Gristle wrens feed exclusively on flesh and corporeal
off by able-bodied individuals. juices.

Gristle wrens sometimes gather in vast flocks to descend en ENCOUNTERS: Gristle wrens are attracted by the smell of
masse on hapless prey, ripping the flesh from their bones blood and the sight of emaciated or dying individuals. Lone
and drowning out the victims screams with the flapping of Gristle wrens are likely to prey on sleeping, wounded or
their wings. otherwise debilitated people but usually keep their distance
to alert individuals. However, flocking Gristle wrens have
LIFECYCLE: Gristle wrens rarely live for more than five no qualms about swarming and attacking even large groups
Kor’Tuan years. They birth live offspring in small nooks and of people.
upon ledges high on the antediluvian slopes.
COMBAT: Lone Gristle wrens typically perform swooping
HABITAT: Gristle wrens are only found on Kor’Tuan, and attacks unless there is no danger of reciprocation from their
any specimens brought off-world have quickly succumbed, victim. In a small flock, some specimens might attempt to
albeit it is unknown why. hook themselves to a victim, clinging on and gnashing away.
The species roam the entire globe and make their nests At the same time, the remaining make swooping attacks to
high on the slopes of the mountainous world. divert the attention while the clingers slowly gnash and gnaw,
weakening the prey.
OCCURRENCE: Lone Gristle wrens are a common sight Large flocks of Gristle wrens always employ the “swarming
on Kor’Tuan. It is also somewhat ordinary to see several attack” manoeuvre.

294
An exceptional hit by a Gristle wren means that it has
managed to imbed its stinger into its prey and can only be
dislodged by a successful Strength roll [10]. In addition to
the initial exceptional hit, lodged gristle wrens cause D3
damage each subsequent round until removed or killed.

Gristle wren
AGILITY 3 HEALTH 9
AWARENESS 3 SIZE Small
STAMINA 2 MOVE 3 (crawl) 8 fly
STRENGTH 2 WEAPON Teeth
INTELLECT 0 REACH Close
PERSUASION 0 ATT SPEED 0
PRESENCE 0 DMG D3
WILLPOWER 0 DV 9
PROTECTION 0
ATTRIBUTES Small fangs, stinger, and wings.
SPECIAL Imbed stinger.

295
Horncrow
DESCRIPTION: Horncrows are a species of sapient birds
found on the small world known as Gojh. Their wingspan is
up to four cubits wide, and their plumage is highly glossy,
reflecting hues of purple and blues as the light plays on the
feathers.

Short stubby horns protrude above their brows, and


their eyes have a constant penetrating gaze many find
uncomfortable. Their taloned feet are exceedingly nimble,
giving them a limited ability to manipulate objects.

Horncrows are a capricious and suspicious lot, but some


have come to appreciate the comforts provided by other
more industrious cultures and contentedly socialise with
other sentient species.

While they despise the notion that they should be pets,


they do like to be pampered with treats, comfortable
accommodation, and whatever amenities their companions
or collaborators may provide them with.

The species has an ear for languages and dialects, quickly


learning a new language as they encounter it and regurgitating
it in croaking, heavily accented but clearly comprehensible
voices.
OCCURRENCE: Horncrows are somewhat rare but growing
LIFECYCLE: Horncrows mate for life and tend to produce more plentiful across the colonised and cultivated worlds
four viable young in a lifetime. It is unknown how long their across the Cosmos as they discover the comforts associated
lifespans really are, but it is speculated that they can outlive with civilised living.
most humans.
BEHAVIOUR: Horncrows are fickle and calculating but tend
HABITAT/SOCIETY: On Gojh, horncrows prefer to live in to hide this beneath a veneer of amicability or importance
vast forests or wooded hills where food is plentiful, and the to take advantage of their patron companion. Beyond this,
dangers are minimal. Outside their homeworld they are less horncrows display immense personality and individuality.
picky, assuming that they have found a patron companion
to fulfil their needs. Some are bantering prattle heads while others behave quietly
stoic, and so on, but they all have a know-it-all attitude,
Horncrows are naturally social and tend to gather in large soliciting advice on anything and everything while denying
flocks on their homeworld. They have a strict sense of any responsibility should their advice prove faulty.
community and gang up on outsiders or if threatened.
Those that have left Gojh are often alone, at least DIET: Horncrows are omnivores, and those that mingle
temporarily, relying on the camaraderie of their chosen outside their own species have become fond of prepared
patron companion. and cooked foods.

STATUS: The number of horncrows is growing in Llyhn,


but as they tend to be companions of other sentient species
rather than building their own communities or acting
individually, they do not have a perceived caste standing in
Llyhn society.

ENCOUNTERS: Outside of Gojh horncrows are rarely


encountered without a companion – and if they are, it is
likely because they are prowling for one.

296
When encountered, horncrows tend to mimic their
Horncrow companion patron’s attitude. If they are on their own, they
only engage socially if they perceive an advantage to do so
or deem the characters potentially suitable as companion
AGILITY 3 HEALTH 9
patrons. In such a case, they tend to flaunt their wisdom and
AWARENESS 5 SIZE Small aptitudes to entice the characters.
STAMINA 2 MOVE 2 (walk)
8 (fly) Should a horncrow feel threatened, it will immediately
depart, flying away to safety. Horncrows tend to hold
STRENGTH 1 WEAPON Talons (+2) grudges and will spend considerable time and effort to
INTELLECT 4 REACH Close (0) retaliate if slighted.
PERSUASION 6 ATT SPEED 0
COMBAT: Horncrows avoid unnecessary risk and rarely
PRESENCE 3 DMG D3 engage directly in confrontation. However, if forced and
WILLPOWER 2 DV 8 without any capable allies nearby, they utilise their flight,
making swooping attacks and scratching with their sharp
PROTECTION 0
talons, hoping to scare away the antagonist.
On Gojh horncrows rely on their strength of numbers
TALENTS/ Natural linguist, perfect liar, and attacking in swarms, swooping in to assault intruders with
FLAWS: specious. hundreds of scratching and clawing talons.

ATTRIBUTES: Beak, claws, feathers, horns, and


wings.

297
Ica
DESCRIPTION: The Ica are an ancient species that, albeit
enlightened, never sought to spread amongst the stars until
calamity struck their world.

Ica resemble insectoid bipeds with long delicate limbs. Partly


covered in spikey chitin, it is difficult to discern individual
limbs from each other. The blank visage and oddly encrusted
eyes give an air of mystique with its lack of discernible
emotion or sentiment.

When the Ica speak, their melodious voices sound like several
harmonious tones combined into one, giving a sense of fluid
etherealness transcending worldly sound.

Their gait and movements are graceful and lithe, as if there


is a distinct purpose to each gesture. The precision of their
motions so perfect that it may well deceive observers into
believing that their every action is a highly practised and
ritualised performance.

LIFECYCLE: Ica live for aeons and have exceptionally low


natality. Individuals have several genders simultaneously, and
the concept of a static identity is utterly alien to them as
they shift in accordance with varying life phases. These life
phases and the changes they impart seem incomprehensible
to most outsiders as each individual is a fluent development
of personas depending on the stage they are in.

HABITAT/SOCIETY: Ica’li was a beautiful world until its


scouring. Climates ranging from sub-tropical to temperate
made the entire world lush, habitable and pleasant.
Divided into various principalities, egalitarian territories,
and sovereign fiefdoms, the world was never united, yet
little conflict erupted, and warfare was an almost unheard
of rarity.

All the Ica societies, irrespective of regime type, were largely


founded on the pursuit of equilibrium between all things.
Knowledge combined with balance within and without are
the means to reach bliss, the supreme ambition for the Ica.

OCCURRENCE: Ica are extremely rare and until the


scouring did not leave Ica’li. Most of the few individuals
that survive have sought refuge in secret places, sundered
and traumatised by the war brought to their globe by the
Halqu Sarrum armies. Some remain in hiding or are kept
in reservations on Ica’li, monitored and dominated by the
invaders.

BEHAVIOUR: The Ica seem to be the epitome of


composed purpose, each action carefully measured and
implemented with the utmost grace. Equilibrium and
balance do not necessarily mean amity or benevolence
but adhering to the supposed natural order of things.
Bloodshed in itself is seen as natural, but unnecessary
violence is scorned and abhorred.

298
Because of their prior seclusion, the Ica are not used to ABILITIES: Ica have a +7 modifier to manifest Life sphere
dealing with outsiders, and this confuses them. They act phenomenon and only suffer -3/-3 penalties for multiple
cordially and calculating, continually evaluating their actions, actions if they manifest phenomena as the additional action
words, and conduct in relation to the natural balance they during combat.
pursue.

When they encounter people whose actions or goals are DIMINISH VIGOUR (Life sphere phenomenon)
contrary to their own, they initially resort to persuasion, CHANNELLING TIME: Initiative -4
manipulation and then Mysticism in as far as that can take
them. However, if this is unsuccessful, they have no qualms RANGE: Touch (0)
about resorting to violence if needed – seeing this as a DURATION: 15 seconds
natural part of life and the balance of the Cosmos.
AREA: 1 person
DIET: Ica are omnivores with exceedingly refined palettes. EFFECT: Weaken Strength (-3)
Most of their diet consists of delicately prepared dishes of DESCRIPTION: This phenomenon temporarily
little discernible flavour to others. reduces the Strength score of the touched target by
three (3).
STATUS: Ica have no current caste status in Llyhn but would *The Strength modifier of the target is added to the
be considered high-caste should they visit. difficulty.

ENCOUNTERS: In the unlikely event that an Ica is DIFFICULTY: 11* (4)


encountered, they would attempt to ascertain whether
the person they are dealing with is a threat, irrelevant or
a potential ally. An initially polite conversation is meant to
reveal the motives and candour of outsiders. If this does not
satisfy the Ica, more potent means would be enacted in the
form of interrogative probing. Should the Ica be unable to
ascertain the intents of someone or feel threatened, they
will do what they deem necessary to neutralise the potential
peril. Should the Ica come to be confident in exhibited good
intentions, they quickly open up.

COMBAT: Should an Ica be driven to violence, they fight


Ica
fervently, utilising a combination of traditional Ica martial
AGILITY 6 HEALTH 26
fighting and Mysticism to quickly incapacitate opponents.
AWARENESS 6 SIZE Large
Ica never use weapons but adhere to traditional Ica’li martial STAMINA 3 MOVE 8
fighting, a fluid style of unarmed combat utilising flurries,
STRENGTH 3 WEAPON Unarmed/
feints, and acrobatics to confound opponents while striking
Stingers (+6)
at vulnerable spots, numbing muscles and shattering bones.
INTELLECT 5 REACH Adjacent (2)
Against armoured opponents, they occasionally utilise the PERSUASION 7 ATT SPEED +4
stingers formed naturally of their chitinous skin. All Ica
are inherently specialised in “martial arts” and “numbing PRESENCE 5 DMG D6/D12[1]
punch”. WILLPOWER 4 DV 9
PROTECTION 1
The Ica fighting style function as if all manoeuvres are also
Flurry (opposed roll (INT/AWA) or -3 mod to following
attacking action). TALENTS/ Fast reflexes, limber, specious and
FLAWS inspiring.
Amongst other things, the life sphere enables Ica to weaken
their opponents, and they often manifest touch-range ATTRIBUTES Chitinous skin, digitigrade legs, eye
phenomena to enhance their attacks. A favourite is the membranes, horns, large (lanky), long
phenomenon “Diminish vigour”, reducing the Strength of limbs and stinger.
opponents to decrease their damage potential and apply POWERS Enlightened [3], Gnostic Mysticism
penalties due to bulk and weapon-size requirements. [5] and Sphere of Life [5].
SPECIAL Awe [3]

299
LIFECYCLE: Lavin’Duh live for up to fifty Kor’Tuan years.
Lavin’Duh They are able to reproduce from age ten and continue to do
so until they die. Several males may mate with a single female
fertilising various eggs and producing a clutch of progeny.
DESCRIPTION: This massive reptilian species is found in
the depths of the Kor’Tuan mountain lakes. The Lavin’Duh While males tend to peak and stop growing around 30 years,
is easily recognisable from its distinctive colouration, females grow slower but continue to grow their entire lives
characteristic back ridges, and extensive tentacle frills. and reach colossal sizes if they attain old age. Some sailors
Typically they are between six and fourteen cubits in length, claim to have spotted specimens of up to twenty or more
immensely strong, and powerful swimmers. cubits in length, but most believe this to be tall tales.

Lavin’Duh have a large, robust torso that dwarfs its relatively HABITAT/SOCIETY: Lavin’Duh are solitary, except during
small head. The head is pointed and streamlined, helping to the mating season when they gather in shallow coves and flat
make the creature a surprisingly agile swimmer, considering beaches along the lake coasts. The females are territorial,
its size. Its foreflippers are strong and hulking, helping it steer while males are migratory, roaming across the entire lake
in the water and push the hefty body while on land. Two they live in.
sets of smaller hind flippers propel them swiftly in the water.
Fights for territory can be exceedingly violent, sometimes
Their thick leathery hide is incredibly tough, making them even leading to the death of opponents. During the mating
resilient to the icy depths of the Kor’Tuan mountain lakes season, the aggressiveness diminishes, and the territory
and protected during territorial matches between alpha holders tolerate that other females travel through their
females. territories to reach the mating grounds.
Their multiple small eyes - required to see in the silt-thick,
murky water they inhabit - are highly photosensitive, making OCCURRENCE: Lavin’Duh are quite common in the
them vulnerable while in the glaring light on the surface and mountain lakes of Kor’Tuan. It is assumed that lakes connect
on land. via underground rivers or have once been linked above-
ground since the species is found in waters across the entire
Their mouths are filled with long, sharp teeth up to a full globe.
human finger-length in size, capable of making terrible gashes
or grabbing prey, dragging it to the murky depths. BEHAVIOUR: While Lavin’Duh can breathe in and out of
the water, they prefer to stay submerged for most of their
SUBSPECIES: Colouration varies between the different lakes, lives. They are exceptionally aggressive and have been known
but no subspecies are known to exist. to ram large boats sailing over their territory.

During mating, when they beach themselves, this


ferociousness abates, replaced by a keen attention to finding
Lavin’Duh the best potential mates on the beach.

AGILITY 5 HEALTH 63 DIET: The Lavin’Duh are carnivores with a reputation for
feasting on anything or anyone foolish enough to fall into
AWARENESS 3 SIZE Huge
their icy waters.
STAMINA 7 MOVE 7 (swim) / 2
(clamber)
STRENGTH 6 WEAPON Bite (+4) /
ram (+3)
INTELLECT 0 REACH Close (0)
PERSUASION 0 ATT SPEED 0 / +3
PRESENCE 0 DMG D12+3 /
2D6+3
WILLPOWER 0 DV 6
PROTECTION 3 (0)

ATTRIBUTES: Eye membranes, large fangs, huge,


multiple eyes, piscine, and tough hide
(3).
SPECIAL: The skin is less tough around the eyes,
conferring protection 0 for the face.

300
In reality, they have a varied diet, with some having This tactic entails that the Lavin’Duh only attacks every third
specialised in foraging molluscs, while others feed on fish, round. However, combatants must make an awareness roll
and some hunt larger aquatic beasts and even land animals [7] to avoid surprise each time the Lavin’Duh re-emerge
going into or near the lake. from the depths.

ENCOUNTERS: Lavin’Duh can often be spotted breaching An attacking Lavin’Duh either performs a swooping attack
the surface or, during mating, in substantial groups beached or rams an opponent – functioning as a trample manoeuvre.
around the shorelines. But if the Lavin’Duh senses that an antagonist is hurt or is
Males and females alike might ram or snap at small vessels, swimming to the surface, it may bite and attempt to drag
thinking it prey or a carcass to be eaten. Boats sailing into the the person beneath the water to suffocate.
territories of large alpha females are prone to be attacked,
with smaller ships occasionally having been sunk and the This functions as a grapple that still causes damage as the
unfortunate crewmen devoured. Lavin’Duh bites. If the Lavin’Duh wins the opposed roll
(adding strength and size modifiers), the victim is caught in
When Lavin’Duh are attacked by anyone other than rivals, its teeth and dragged D6 cubits down into the water.
their survival instincts make them swim to the bottom
of the lake to avoid and wait out whoever caused them Lavin’Duh can see well in the murky waters due to their
harm. Should the attacker persist and continue the assault four well-adapted eyes. Because of this, however, they are
underwater, the Lavin’Duh’s aggressive nature flares up, and vulnerable to flashes of light, becoming blinded for D4
they retaliate, chasing and killing anyone they can locate in rounds by any light brighter than a torch.
their waters.
Once engaged, a Lavin’Duh is relentless and will carry on
COMBAT: A territorial female may ram a boat and chasing antagonists until they are dead, out of reach, or it
eventually puncture the hull but retreat and let the vessel succumbs in the attempt.
pass if hurt by the sailors. Anyone foolish enough to swim
in the territorial waters of a Lavin’Duh female risk getting ABILITIES: Being aquatic, Lavin’Duh do not suffer the
attacked from the depths. regular penalties for underwater combat.

Lavin’Duh are aquatic and use the environment to their


advantage, swooping in to attack and then disappear in the
murky water, only to reappear and attack from
another angle moments later.

301
Pajurr
DESCRIPTION: The Pajurr is a Voidfaring species hailing
from the border world of Sinnis Gibil. Their homeworld is
exceedingly inhospitable, which is why most of the species
have abandoned it to travel the Cosmos or settle on more
affable worlds.

Pajurr have three pairs of eyes set into elongated foreheads,


while their tusks, lipless mouths, and tightly drawn skin lends
them almost skull-like facial features. Pajurr adults stand
about four cubits tall, yet their crooked backs make them
appear shorter as if they are perpetually slouching.

The species have disproportionally long limbs. Their four


fingers and two broad toes are all covered in keratin crusts,
similar to the spines running down their back and protrusions
on their scalp. Muscular yet lithe, the species are competent
at most physically arduous vocations they set their mind to.

Overall the Pajurr’s acute cunning and capabilities,


combined with a prevalent indifference to laws and societal
constrictions, make them sought-after by potential employers
of a particular sort across countless worlds. The species, as
a whole, is enlightened, and a considerable number have
Mystic abilities, albeit on a small scale.

LIFECYCLE: Pajurr have been


known to live long lives,
sometimes up to several
hundred Llyhn seasons

HABITAT/SOCIETY: Pajurr happily


mingle with other species and have no inherent loyalty
towards their own people if their interests are opposed.
They often form troupes or factions with other like-minded
individuals bonded by a common cause or goal.

The Pajurr remaining on Sinnis Gibil amass wealth by


granting charters for prospectors and gatherers, coming
to collect blood iron from the world. They live in fortified
cities while allowing mining colonists to temporarily settle
the wilds for hefty fees.

Voidfaring Pajurr either built and crew their own


vessels travelling around the Cosmos looking for
opportunities of wealth and affluence. Or, if
they are without the means to outfit a ship of
their own, sign on as crew on other vessels.
Voidfaring Pajurr tend to hold strong loyalty
to their chosen crew and care little for anyone
else.

Settled Pajurr can be found on most civilised


worlds, often as part of the lower social layers
where their capabilities can provide them with
a comfortable life without much hassle.

Upon reaching adolescence, all Pajurr must travel home to


Sinnis Gibil to collect enough blood ore to forge a weapon
of their choice. They are not considered adults until they
do so. Should they ever lose this weapon, they are deemed

302
forsaken unless they manage to recoup it.
OCCURRENCE: Pajurr are a common sight in sizeable Although they equip themselves with whatever weapon gives
Cosmic trading hubs and on most civilised worlds that allow them an edge, Pajurr have a fondness for blades of all kinds.
foreigners to visit and settle. Warriors often have various unusual, bladed weapons such
It is rare to find the species on backwater or savage worlds as the Chakram, Khukuri, and Urumi as part of their regular
unless they seek opportunities or resources to make them weaponry. They tend to be lightly armoured, preferring
rich. It is exceedingly rare to find Pajurr in the higher strata pauldrons, greaves, armour skirts and other non-constricting
of any society, as their propensity for flouting by the rules types of protection.
of others countermands lofty positions.
All Pajurr have the “sure strike” specialisation, while trained
BEHAVIOUR: Because of a profoundly daring demeanour warriors also have the “crippling strike” specialisation.
and a blatant disregard for statutes and rules, Pajurr gravitate Consequently, their preferred combat style revolves around
towards a life of excitement and escapades. While many the called attack and disarm manoeuvres, with occasional
Voidfaring Pajurr have earned a reputation as venal scamps, improvised attacks utilising their surroundings to quickly
this may not be true for the species as a whole. disable opponents. When fighting in unison, they tend to
gang up on weaker opponents to eliminate easy targets
An overriding proclivity to making the most of life and being before focusing on more competent combatants.
mainly self-serving make the Pajurr a somewhat predictable If they are outnumbered or at a severe disadvantage, they
lot. They are not wicked; they just follow their inclinations have no qualms about retreating or surrendering to fight
and are not overly concerned with how their behaviour another day.
affects others.
ABILITIES: All Pajurr are enlightened and have at least four
DIET: Pajurr are omnivores but prefer carnivorous diet. ascensions: Void sensitivity, Void cognisance, Void drift,
and the remaining ascensions vary. While all Pajurr can
STATUS: In Llyhn, the Pajurr species is generally recognised potentially be Furore Mystics with ranking 3 in the Void
as low-caste, but this should not be confused with them not sphere, not all of them utilise this capability. Any Pajurr may
wielding significant furtive influence or power. generically manifest phenomena with a +5 modifier to their
rolls. Some gifted individuals have additional spheres, higher
ENCOUNTERS: Pajurr live and prosper openly in districts sphere rankings, and a +8 modifier to rolls for manifesting
such as Dhaarese and Kimah. While their numbers are equally phenomena.
numerous in Pai’Karaan and Daer Bitaan, their presence is
subdued in these areas to avoid undue scrutiny and attention
from the Civic Guards and Jinassar. Likewise, Pajurr are
exceedingly rare to spot in Khameeliyah and Penda’Rinn
as they primarily operate behind the scenes doing the dirty
work for the high-castes.
Pajurr
AGILITY 4 HEALTH 25
Unless you are inadvertently in their way, actively opposing
them, or valuable to whatever their current interest is, the AWARENESS 5 SIZE Medium
Pajurr do not care about you. Pajurr generally do not take STAMINA 3 MOVE 7
time for anyone or anything not directly beneficial to them,
so encounters tend to be one-sided. The Pajurr dictates terms STRENGTH 4 WEAPON Blood iron
of the interaction and the other side following their lead. sword (+3)
INTELLECT 5 REACH Near (3)
Anyone getting on the wrong side of a Pajurr quickly find
PERSUASION 3 ATT SPEED +1
themselves snubbed or stabbed, depending on what grievance
they have caused. If, however, you are useful to the Pajurr PRESENCE 3 DMG D12 +1[1]*
or somehow manage to get their confidence, you have a WILLPOWER 6 DV 8
competent and resolute comrade.
PROTECTION 4
PAJURR NAMES: Pajurr names tend to be short, two-
syllable words with no obvious denotation of family relation TALENTS/ Alertness, coordination, focused, and
or similar. Some Pajurr groups tend to favour specific vowels FLAWS: resolve.
and consonants, but there is no discernible imperative to
these preferences. Examples Akum, Amuk, Amku, Akmu, ATTRIBUTES: Huge tusks, long limbs, multiple eyes,
Kakum, Kuma, Kamu, Kuam, Muka, Maku, Mamuk, Muak, and natural immunity.
Ukma, Umak, and Ukam. POWERS: Enlightenment [4], Void sphere [3],
and individual access to additional
COMBAT: The cunning and wiles of the Pajurr are especially Mystic spheres.
evident in a fight as they use any and every trick they can to
gain the upper hand. SPECIAL: *Blood iron weapons count as having
tempered points and blades: Piercing
[1] and +1 to exceptional hits table.

303
Pulhu slug

DESCRIPTION: The Pulhu slug is a subterranean gastropod Eggs are usually deposited in clutches, and if they hatch
species renowned for its unusual lifecycle and voracious concurrently, the newly emerging Pulhu slugs form a brood,
cravings. No one seems to know where the species originates hunting and scavenging together. If the hatching occurs over
from, but they seem to thrive equally well in Cosmic worlds an extended period, the individual slugs slither off to live
as beyond the Veil during later stages of their lives. independently.

The species is easily recognisable by its elongated grey taupe HABITAT/SOCIETY: Pulhu slugs are mostly found
form, red gelatinous protrusions on the back and fleshy underground as direct sunlight is harmful to their sensitive
tentacles and appendages around the head. The reddish skin. They live in a wide variety of environments ranging
gelatinous lumps on their back sting and have paralytic from dry, rocky caverns to moist soil tunnels and even
properties when touched from an early age. A single opaque underground lakes. On the rare occasion, they do surface;
eye is the only feature of its face. they only do so briefly, during nighttime and if driven by
acute necessity.
Pulhu slugs go through three remarkably diverse stages in
their life, undergoing a complete mental metamorphosis Their tolerance to fluctuating temperatures and lack of
throughout their existence. Pulhu slugs are feral scavengers breathing enables them to survive in many worlds where
from birth, feeding on whatever they can and entirely other species would not.
animalistic in their capacities. They live instinctively and
voraciously with no indication of the intellectual capacity Whether a Pulhu slug initially belongs to a brood or not, they
to develop later. go their separate ways once they reach their sentient phase.
There are no verified instances of Pulhu slugs living together
Their emerging sentience develops as they reach maturity, after they mature. However, it is rumoured that periodically
and they become exceedingly clever very quickly. At this archaic Pulhu Slugs congregate in the Void or on bleak,
stage, they take on an entirely different demeanour and desolate worlds; however, which reprehensible purpose this
interaction with their surroundings. Albeit the hunger serves is mercifully unknown.
diminishes only slightly their cunning advances, making them
rival most known sentient species in the Cosmos. OCCURRENCE: Young, immature Pulhu slugs can be found
in many dark places across the Cosmos, while mature and
Their apparent aspirations also develop, and they often begin sentient individuals are exceedingly rare to encounter. A
to establish an actual subterranean domain by enslaving or few are known to reside in the warrens and caverns deep
dominating other resident species. Establishing a stable food beneath the foundations of Llyhn, but few have reason to
source is only a part of it, as their frequent skirmishes with or dare seek them out.
other subterranean species vying for dominance within their
area testaments. BEHAVIOUR: Unfledged Pulhu slugs are little more than
primitive carnivorous predators, ambushing and devouring
Ultimately the slug evolves an elevated conscience, becoming whomever they come across.
intuitively enlightened and grasping its latent esoteric
capabilities. While most sustain and expand their domain to As the slugs mature and gain sentience, they begin to interact
spread their influence, some apparently lose interest in the with other sentient beings rather than hunt just them. In most
Cosmos, turning their gaze beyond the Veil. Archaic Pulhu cases, the slug simply wishes to enslave people to provide for
slugs have been known to manifest ruptures, diving into the its needs; however, in some cases, a curiosity beyond this is
Void and leaving the Cosmos behind. noticeable. Their mentalities are utterly alien and outlandish
to nearly all other species, however, making most attempts
LIFECYCLE: When a Pulhu slug at interaction rampant debacles.
reaches maturity, it deposits a
single fertilised egg into each of As Pulhu slugs grow ever older and the ability to employ
the gelatinous protrusions on its esoteric powers develop, they become able to “speak”
back. via mind links and can communicate with others more
efficiently, albeit the disparity between their species and
The gelatinous shell is others is often too vast for any meaningful interaction to
then placed in a hidden occur. They occasionally behave interested in the doings
alcove serving as and activities of other sentient species. Yet, they do so with
nutrients and protection a blatant disregard for the being they interact with, clearly
for the gestating foetus exhibiting their overarching antipathy.
until it dries up and the
new Pulhu slug emerges.

304
DIET: Pulhu slugs are purely carnivorous. When feeding, If faced with resistance, the youngling slug slashes out with its
the slug excretes corrosive saliva to digest its prey while flexible tail, attempting to strike opponents with the stingers.
consuming it. A successful hit causes D6 damage and exudes a toxin similar
to that in the egg sacks, albeit less potent, prompting a
STATUS: Pulhu slugs are not considered to be part of the Stamina roll [7] or suffering a -1 penalty to all actions due
caste system, as they have no significant dealings with the to the pain caused.
surrounding society. The few mature specimens known to
reside in Llyhn are treated with reverence or utter fear by Mature Pulhu slugs display predatory cunning and tactical
anyone who dares interact with them. capability, making them truly terrifying opponents.
While they often employ ambush techniques similar to that
ENCOUNTERS: Younglings are incapable of meaningful of younglings, they have the added advantage of a more
interaction due to their lack of mental development. In an expansive arsenal.
encounter, they simply gauge whether an intruder in their
territory is a threat, a potential meal or irrelevant and act Mature slugs can spit their corrosive saliva and fling released
accordingly. egg sacks towards opponents with a flick of their tail (thrown
While mature Pulhu slugs might not be immediately attacks). Their tail stingers cause D12 damage and induce
aggressive when encountered, their inhibited communicative similar toxin effects as for younglings.
capabilities – limited to conveying emotional impressions
through pheromone discharges – make any meaningful The corrosive saliva causes D6 acid burn damage. The acid
encounter almost impossible. retains its potency for D4 rounds and prompts a Fear roll
[10] from the throbbing pain.
Archaic Pulhu slugs are notoriously tricky to deal with for
most sentient species. While they can convey actual meaning Once per combat, the Pulhu slug can spray its corrosive
via their esoteric capabilities, their reasoning is exceedingly saliva at everyone within near (4) distance, similar to a “wild
abstract and detached from everyone else’s reality. Offerings swing” manoeuvre without a target limit, but this depletes
of fresh, exotic meats have proved to assuage or placate their saliva deposits until they rest.
them on occasion.

COMBAT: Younglings tend to ambush their prey, using their


subterranean surroundings to their advantage. They often
release an unfertilised gelatinous egg sack, leaving it as a
lure for potential prey. After someone has touched it and
the paralysing toxins take effect, they move in to devour the
still-living prey.

305
Archaic Pulhu slugs tend to employ their array of Mystic
Pulhu slug, mature
powers and ranged attacks to debilitate adversaries before
AGILITY 3 HEALTH 36
engaging physically. They are gnostic Mystics and have access
to the Void sphere (ranking 6), occasionally employing AWARENESS 4 SIZE Large
chaotic phenomena to confuse and confound opponents STAMINA 4 MOVE 4
while waiting to strike.
STRENGTH 5 WEAPON Stinger (+3)
Archaic Pulhu slugs have the signature phenomenon “Sow Saliva (+3)
chaos” and an inherent +9 modifier to manifest regular Egg sack (+3)
phenomena. INTELLECT 4 REACH Stinger (Near)
Saliva
Anyone that directly touches a Pulhu slug is at risk of getting (Thrown)
stung by an egg sack protruding from its back. Egg sacks
(Thrown)
ABILITIES: Upon contact, Pulhu slug egg sacks sting, and
PERSUASION 2 ATT SPEED 0
a toxin is transferred to exposed skin. The toxin causes
excruciating pain (-3 penalty to all actions) and prompts a PRESENCE 2 DMG Stinger
Stamina roll [10]. If the roll is failed, the affected body part (D12+2)*
goes limp within D4 rounds. Saliva (D6)**
Egg sack
Medium-sized creatures are completely paralysed within (toxic)***
another 2D4 rounds, while larger creatures add another D4 WILLPOWER 4 DV 6
per size category before they suffer the same fate. While
PROTECTION 1
paralysed, the victim is unable to move but can still perceive
and feel the toxin. The paralysis wears off after D3x10
minutes, but the pain remains for D6 hours, abating slowly ATTRIBUTES: Acid (spit and impervious), large,
over time. simple pheromones, slimy, soft-
bodied, stinger, tentacles, tough hide,
and venomous (egg sacks).
Pulhu slug, youngling
AGILITY 4 HEALTH 25
AWARENESS 2 SIZE Medium
STAMINA 3 MOVE 2
STRENGTH 3 WEAPON Stinger (+1)
Saliva ( +1)
INTELLECT 0 REACH Close (0)
PERSUASION 0 ATT SPEED +1
PRESENCE 0 DMG Stinger (D6)*
Saliva (D6)**
WILLPOWER 2 DV 8
PROTECTION 1

ATTRIBUTES: Acid (impervious), slimy, soft-bodied,


stinger, tough hide and venomous
(egg sacks).

306
Pulhu slug, archaic
AGILITY 2 HEALTH 47
AWARENESS 8 SIZE Huge
SPECIAL: *Toxic stinger: Prompts a Stamina roll
STAMINA 5 MOVE 6
[7] inducing a -1 penalty to all actions.
**Acidic saliva: Corrosive acid burn (D6 STRENGTH 7 WEAPON Stinger (+5)
damage) lasting D4 rounds) and inducing Saliva (+5)
a Fear roll [10]. Egg sacks
***Toxic egg sacks: Cause -3 pain (+3)
penalty and paralysis [10]. INTELLECT 9 REACH Stinger (Near)
Saliva
(Thrown)
SOW CHAOS (Signature Void sphere phenomenon) Egg sacks
CHANNELLING TIME: Initiative (Thrown)

RANGE: 15 metres PERSUASION 4 ATT SPEED -1

DURATION: 15 seconds PRESENCE 4 DMG Stinger


(D12+4)*
AREA: 3 people Saliva (D6)**
EFFECT: Considerable chaos Egg sack
(D6+6 potency) (toxic)***
DESCRIPTION: This enables the Pulhu slug to WILLPOWER 8 DV 5
manifest Void emanation (D6+6 potency) affecting PROTECTION 1
three (3) designated individuals.
DIFFICULTY: 16 (4)
TALENTS/ Fearless and ignore pain.
FLAWS:
ATTRIBUTES: Acid (spit and impervious), huge,
slimy, soft-bodied, stinger, telepathy,
tentacles, tough hide and venomous
(egg sacks).
POWERS: Enlightened [9], Gnostic Mysticism
[3], Void sphere [6], and signature
phenomenon (Sow chaos)

307
On their homeworld, red-frills – as old individuals are called
Tihma – are exceedingly rare, whereas they are significantly more
common on other worlds.

DESCRIPTION: The Tihma is an esoteric species known HABITAT/SOCIETY: Klaqirtaq, the Tihma homeworld,
across the Cosmos for quickly rising to clandestine is a versatile world with hugely differing environments
prominence wherever they go if given enough leeway from ranging from freezing wastes to arid deserts and lush jungles.
local powermongers. The Tihma managed to not only survive but become the
dominant species on the globe by intense perseverance as,
When the Tihma became Voidfarers and began encountering physically, they were significantly disadvantaged compared
other sentient species, they discovered that they have an many of the predators roaming the world.
uncanny ability to naturally influence others. Their resonant
voices reverberate through their entire form, somehow On Klaqirtaq the species tended to live in small rather
tantalising most listeners and prompting emotional responses, primitive communities led by a shamanistic leader. It was not
making the Tihma incredibly compelling in whatever they until they managed to travel the Void currents and engage
say. back foreign workers to construct structures more complex
than huts and such that their communities become larger
At first, the Tihma exploited this sway wherever they went than a few hundred individuals.
and quickly garnered a reputation as menaces amongst
the local species they had contact with. Even though the The rebirth, as the Tihma call the time following their first
Tihma eventually realised that they needed to quell their exploits into the Void and visiting foreign worlds, has seen
inclinations or face Cosmic persecution, it has made the
species unwelcome on most core worlds.

Tihma are bulbous creatures moving around on six short,


hooked limbs. They speak in deep, resonant yet slightly
wheezing voices that carry very clearly across far distances,
their four reddish eyes glowing slightly when they
get excited or otherwise emotionally engaged.

Their rubbery fibrous skin ranges in tone from teal


turquoise to almost black, with older individuals
having reddish tendrils and frills sprouting from
their chin and head tentacle. They have
four hooked arms similar to their walking
limbs, each with a single digit, somewhat
limiting their capabilities to manipulate
objects physically.

LIFECYCLE: Tihma give birth to


live babies that usually come in
pairs. Because of their unwieldy
form and lack of proper limbs,
the mortality rate is high on their
homeworld but significantly
lower on worlds where they can
utilise the skills of more capable
species to acquire food and
resources.

The lifespan of most Tihma is


approximately half that of humans,
but individuals living abroad have
reached significantly older ages as
they avoid the struggles of survival
facing their native kin on
Klaqirtaq.

308
immense change for them as a species as they suddenly have COMBAT: While Tihma try to avoid violent confrontation,
access to a plethora of capabilities and manpower that was they can be surprisingly hardy in a fight. If left with no other
inconceivable earlier. choice, a Tihma will charge using its substantial bulk as a
battering ram to knock an opponent down, then pummel and
OCCURRENCE: While countless Tihma have ventured into slash at them with their hooked limbs. While neither graceful
the Cosmos after the rebirth, they are fairly rare on the nor particularly skilled, such an assault can be quite effective.
significant core worlds because of their repute for tantalising
entire neighbourhoods and stirring up trouble for local During the initial combat round, the Tihma makes a furious
authorities. charge. If the opponent is knocked down, the Tihma slams
A fair few Tihma reside in Llyhn, having understood that its body on top of them and uses its hooked limbs to stab
any misbehaviour aggravating the Unseen Rulers results in at the prone target. D3 limbs attack per round, causing D4
a swift demise. damage each if they hit. To escape the pinning, an opposed
Strength roll adjusted for size difference and with a +3
BEHAVIOUR: Tihma are very subtle beings that – out of modifier applied for the sheer bulk of the Tihma is required.
pure necessity – rarely make a fuss or draw attention to
themselves but tend to get their way regardless. The Tihma will continue to attempt knocking down
opponents until it succeeds or surrenders as it reaches the
Having endured hardship on their own world, primarily due “injured” condition.
to their own inadequacies, most try to make the best of life During the entire fight, the Tihma attempts to use
in this new era of hoarding resources and enjoying luxuries “Domination” to prompt the antagonist to relent or concede,
that have hitherto been unattainable to them. triggering an opposed Presence vs Willpower roll.

Some Tihma feel that they are owed the good life and grow ABILITIES: Tihma innately and continually employ the
resentful at those who seek to quell or reject them from esoteric Attributes “Daimonic whispers” and “Mesmerise”
their societies. whenever they interact and speak with anyone. They can use
“Domination” at will but tend to avoid this unless absolutely
DIET: Tihma have been herbivores out of necessity, grazing necessary or if there is only a negligible risk of repercussions.
and foraging the indigenous plants of Klaqirtaq. However,
after the rebirth, some are discovering a liking for meat now
that this diet has become available to them.

STATUS: There are not enough Tihma in Llyhn to warrant


a generally perceived caste status, but most tend to be
Tihma
considered commoners.
AGILITY 1 HEALTH 41
ENCOUNTERS: Tihma are avid talkers as that is the avenue AWARENESS 7 SIZE Large
in which they excel. Every syllable uttered emits waves
STAMINA 5 MOVE 3
of tantalising vivacity into their surroundings, beckoning
listeners to follow their whims and wishes. STRENGTH 4 WEAPON Ram (+3)
Hooked limb
Even if a Tihma has no immediate interest in an individual, (+3)
they habitually act at least superficially cordially in an attempt INTELLECT 5 REACH Close (0)
to establish good relations to propagate future opportunity.
Should someone act threateningly towards a Tihma, their PERSUASION 5 ATT SPEED -2
behaviour depends entirely on the circumstances surrounding PRESENCE 5 DMG D4
the encounter. WILLPOWER 7 DV 4
Threatening a Tihma in a position of power rarely turns out PROTECTION 1
well for the offender as the species believes it has suffered
deprivation and denigration since forever and will not be
TALENTS/ Determined and ungainly.
cowed by inconsequential upstarts.
FLAWS:
Encounters on equal terms often result in the Tihma ATTRIBUTES: Daimonic whispers, domination,
attempting to sway the offender to their side, seeing benefits mesmerise, multiple eyes, multiple
in strong coalitions and allies. short legs, and tough hide.

Encounters, where the Tihma is the underdog, are mostly


resolved with the Tihma trying to salvage whatever it can
and diverting all guilt and blame elsewhere without scruples.

309
COMBAT: As the Kor’Tuan monstrosity is blind, it responds
Void Monstrosity solely to sound and touch, making it feasible to disorient and
confuse it by utilising coordinated manoeuvres to constantly
shift its attention.
DESCRIPTION: This monstrous creature is one of the
crablike creatures prevalent on Kor’Tuan, but distorted and The monstrosity attack twice each round, thrusting and
warped by the Void. It has swelled immensely, its flesh and grabbing its pincers at where its supposed target is. Attacks
carapace deformed beyond recognition. cause regular damage and function as grappling attacks
because the monstrosity clamps its pincers around its victim.
It is approximately six cubits tall and twelve cubits wide when
stalking around with its pincers outstretched. It has six legs Should the grapple succeed, the monstrosity uses any
and appears to have two convulsed faces. remaining and all subsequent attacks to strike at the caught
target with its other pincer, gaining a +3 modifier to attacks.
Multiple horns and revolting protrusions jut out in all
directions while dangling fleshy ligaments further enhances The pincer holding the opponent continues to squeeze as
the impression of decay. In places, odd fluorescent cavities long as the grapple is maintained, causing D6+4 [3] damage
perforate its rotund body. every round. This damage counts as piercing [3] as the
crushing clasp pervade any malleable protective garb.
Having lost any semblance of instinct or sense, it stalks the
darkness, driven by mad impulses to slaughter and consume The monstrosity maintains its assault until it is dead,
anything and anyone that comes within reach. incapacitated, distracted, or unable to locate a target. If the
monstrosity has pinned an opponent, any attempts to divert
LIFECYCLE: This creature is not natural and has no its attention suffer a -6 penalty.
discernible lifecycle.
When a victim goes limp, the monstrosity either tosses it
HABITAT/SOCIETY: The monstrosity was birthed from aside for later consumption or begins to gnaw it with its
the Void emanations deep in the cavern, and it remains in mandibles, eating the flesh off the bones.
this place. It never leaves the cavern as if held back by the
absence of Void emanations outside.

OCCURRENCE: Although similarly distorted animals may


be found across the Cosmos, this monstrosity is unique and
can only be found in the cavern holding the Void rupture
leading to Ixlpa on the Ka’Alum federation world Kor’Tuan.

BEHAVIOUR: The monstrosity is mindless and either roams


around its cavern like a caged animal or sits semi-submerged
in the pool close to the rupture, resembling a rock formation
in the darkness.

DIET: In its crazed hunger, the monstrosity eats anything


organic, including flesh, vegetation, and materials made from
organic matter.

ENCOUNTERS: The Kor’Tuan monstrosity can only


be encountered in the cavern of the Punctured Peaks on
Kor’Tuan. Irrespective of any intruders’ approach, the
monstrosity considers them prey and, unless preoccupied
with another victim, attacks as soon as it has detected them.
It is completely mindless and cannot be reasoned with.

The monstrosity cannot see, so it must make a roll to


detect any intruders entering its habitat and to locate
moving targets. However, its other heightened senses and
familiarisation with its environment grant it a +3 bonus
to detection rolls in addition to regular modifiers, for a
total of +6.

310
ABILITIES: Pincers cause an automatic crippling injury
(severity D6) on an exceptional hit. Because of its Void Void Monstrosity
suffused body, all physical attacks and mystic powers striking
the monstrosity on an 11 or 12 cause an exceptional result. AGILITY 3 HEALTH 55
AWARENESS 4 SIZE Huge
The unnatural appearance of the monstrosity is revolting and
causes Fear [7 / severity D4] to anyone who encounters it. STAMINA 6 MOVE 8
The monstrosity is mindless and cannot be affected by Mind STRENGTH 7 WEAPON Two large
sphere Mysticism or any other mental control or effect, such pincers
as Fear or Awe. (+5)
INTELLECT 0 REACH Adjacent (2)
PERSUASION 0 ATT SPEED 0
PRESENCE 0 (5) DMG D12+4
WILLPOWER 0 (7) DV 6
PROTECTION 3

TALENTS/ Acute hearing and Alertness.


FLAWS:
ATTRIBUTES: Blind, chitinous skin, huge, mandibles
(medium), mindless, multiple legs,
pincers (large), and Void suffused
body.
SPECIAL: Fear [7 / severity D4]

311
Beast s ofof bu rden
&& rriding
i dinganimals
anim a ls
B easts burden

SPECIES PHYSIQUE MENTALITY SIZE THREAT HABITAT RARITY


AKOPI Quadruped Beast Medium Low Jungle Common
mammal
BEETLE, DRAUGHT Rotund insect Beast Large Low Plains and Common
lowlands
BEETLE, MASSIVE Bulbous insect Beast Huge Low Plains and Common
lowlands
BEETLE, RIDING Sleek insect Beast Large Low Anywhere Common
MARUD OXEN Bulky ox Beast Large Low Mountains and Common
foothills
NATHALIIN Six-legged Beast Large Low Jarai Rare
amphibian
PETHALA Bipedal Beast Large Low Savanah and Common
herbivore light forests
RED-BACKED TIPAR Stubby Beast Medium Low Deep forests Common
quadruped

Akopi the steep slopes of the foothills below the Pe’rep’ial Peaks.
These separate specimens often differ slightly in colouration
but little else.
DESCRIPTION: The blue-tongued akopi are a species of
quadruped herbivores standing three to four cubits tall at LIFECYCLE: Akopi tend to live for a maximum of twenty
the shoulders. The characteristic reddish-brown fur, soft back seasons and give birth to one calf every two seasons from
quills, and striped hindquarters and legs make them easily when they reach maturity, producing up to three calves in
recognisable while serving as effective camouflage in their a lifetime.
natural forest habitat.
HABITAT: While most akopi prefer the dark, dense jungles
Situated behind their hooves are bony spiky protrusions surrounding Llyhn, several smaller herds live on the slopes of
that the akopi primarily use for stability when moving about the foothills, adroitly traversing the inclines by way of rocky
undulating and rocky terrain, and they can also deliver a protrusions and precarious ledges between the vegetation
vicious slash to attacking predators. patches on the lower pinnacles and crests.

Akopi have excellent vision and can navigate their steep or OCCURRENCE: Akopi are tricky to catch, but they can
dense natural habitat with ease even at night, making them be domesticated to serve as mounts rather quickly once
prized mounts, especially for wilderness travelling. captured. They are successfully bred in menageries and on
several ranches in the Stocks of the Eternal City, albeit slowly
SUBSPECIES: Although not subspecies as such, some due to the low birth rate.
akopi prefer to stay in the dense lowland jungles while In the wild, akopi prefer to live solitary lives or occasionally
others thrive in the copses and scattered vegetation on gather in small herds of 5-7 individuals.

312
BEHAVIOUR: Wild akopi are cautious enough to keep their These spikes are sharp, an when an Akopi rears, it can attack
distance from most potential threats but are not skittish. If twice per round - applying the ordinary multiple attack
cornered or protecting calves, they act aggressively, kicking, penalties - against adjacent opponents using either its hooves
slashing, and headbutting predators using their short horns. (knockdown) or stingers. Trained war Akopi can attain up
Once domesticated, they lose their wariness towards their to +4 attack modifier.
handlers and species similar in appearance but retain their
aggression if threatened or calving. Once tamed, they are
exceedingly reliable and will likely stay with a rider even if
unrestrained.
Akopi
DIET: Akopi are herbivores that thrive best on fresh plant
shoots, buds, and flowering stems, making them expensive AGILITY 5 HEALTH 23
and difficult to keep and maintain in any urban area. AWARENESS 6 SIZE Medium
STAMINA 3 MOVE 12
ENCOUNTERS: Due to their wary nature, it is exceedingly
rare to encounter an Akopi at close range in the wild. Wild STRENGTH 4 WEAPON Horns (+1)
akopi always seek to keep their distance from anyone that Hooves (+3)
might be considered a threat and will flee if pursued or Stingers (+3)
hunted. A cornered Akopi can be quite aggressive and attack INTELLECT 0 REACH Adjacent
but will always seek to escape if an opportunity presents
PERSUASION 0 ATT SPEED +2
itself.
PRESENCE 0 DMG Horns
Domesticated Akopi are fairly docile and will, if used to (D3+1)
riders, be handled without resistance. Some specimens can Hooves
be trained to kick or headbutt on command to be utilised as (D4+1)
soldiers’ mounts, but this is rare. (knockdown)
Stingers (D6)
COMBAT: Akopi use their short hair-covered horns for WILLPOWER 0 DV 8
defence and can deliver an impactful pounding using their
front hooves, but their most formidable weapon is the bony PROTECTION 0
stingers behind their hooves.
ATTRIBUTES: Fur, horns, night vision, and stingers.

313
Albeit males may display aggressive behaviour, it is solely
Beetle, draught towards other male beetles and only during mating season.

DIET: Draught beetles are herbivores, and depending on the


DESCRIPTION: Large specimens of beetles have been tamed subspecies, prefer fresh vegetation, rotting fruits and plants
and utilised as draught animals on civilised worlds for aeons. or in some cases composted plants and manure.
Most draught beetles are between two and four cubits tall at
the apex of their carapace and exhibit formidable strength ENCOUNTERS: Injuring or aggravating a beetle causes it to
and stamina, making them ideal for hauling significant scamper away, but otherwise, they heedlessly ignore anything
amounts of cargo. going on around them, not pertaining to feeding or their
other natural activities.
Their steady motion and ability to traverse even treacherous
terrain make them a preferred option for caravans that carry COMBAT: Draught beetles are incapable of actual fighting
delicate or volatile goods and rely on dependability rather but can serve as - inept - mounts for armed warriors. Unless
than speed. an attack penetrates its carapace, a draught beetle is unlikely
to realise that it is under attack and will carry on with
While all beetles share the basic anatomy of six legs and a whatever activity it is currently engaged in.
hard exoskeleton, specimens used as draught beetles have
been bred with diminished or no wings and tend to be dull- A draught beetle that is hurt will move away from the source
coloured and have none of the carapace protrusions other of injury at its quickest pace for D3 rounds, after which it
varieties display. will resume its previous activity.

Their thick carapace shell is fitted with a harness, yokes, or


other cargo contraptions, enabling merchants to attach or
stack goods on the back. Most draught beetles are female
as they display none of the territorial assertiveness prevalent
in males. Fully laden draught beetles may carry up to half a
tonne of cargo.

SUBSPECIES: Large beetles used as draught animals can


be found indigenously on many worlds, each with distinct
colourings, shapes, and so on.

LIFECYCLE: Draught beetles can live for decades and retain


most of their strength and vigour until they eventually
succumb and die from age. After mating, the female
beetle produces a cluster of eggs that eventually hatch,
releasing a larva. The larvae are voraciously hungry, feeding
on vegetative matter extensively until they form cocoons
undergoing a final change into fully-fledged beetles. This
process can take several seasons.

HABITAT: Beetles can be found in multiple ecologies but


prefer temperate, sub-tropical and tropical environments.
While beetles can traverse rocky and mountainous terrain,
Beetle, draught
they prefer low-lying and flat topographies with enough
AGILITY 2 HEALTH 53
vegetation to sustain them.
AWARENESS 1 SIZE Large
OCCURRENCE: In their natural habitat and in major STAMINA 7 MOVE 5
Cosmic trading hubs, draught beetles are fairly common.
STRENGTH 6 WEAPON -
BEHAVIOUR: Draught beetles are docile creatures, INTELLECT 0 REACH -
oblivious to most anything that goes on around them. If PERSUASION 0 ATT SPEED -
agitated or hurt, they seek to escape or otherwise avoid
what causes the distress and then carry on with their PRESENCE 0 DMG -
regular feeding, nest building or mating. WILLPOWER 0 DV 5
PROTECTION 3
Draught beetles have few requirements and are not so
much trained as merely kept content and coaxed into ATTRIBUTES: Additional legs, chitinous skin and
walking whichever direction their handler wishes them large.
to go.

314
Beetle, massive LIFECYCLE: Draught beetles live shorter lives than their
regular cousins but can still live for several decades. Wild
specimens are anomalies and those reared in captivity
DESCRIPTION: Up to twelve cubits tall, massive beetles follow a definite breeding regimen to procure the most
are so colossal that smaller sentient species often use them sought qualities. The anomaly is not consistently carried on
not simply for transport but for carrying full homes and to offspring with only about half of interbred bred beetles
belongings on their carapaced back. becoming massive as well.

Unlike their draught cousins, massive beetles are not only HABITAT: More so than their regular cousins, massive
bred for utilitarian needs but often also for show. Because beetles prefer flat topographies such as plains and savannahs.
of this, many of them feature vividly coloured carapace,
chitinous head protrusions and huge mandibles. However, OCCURRENCE: Massive beetles are exceedingly rare in the
like their draught kin the domesticated breeders favour docile wild. However, in some Cosmic trading hubs and in areas
specimens with stunted or absent wing growth. where the local populace actively breeds them, they are far
more ordinary.
Stable motion and the capacity to traverse long distances
over treacherous terrain without excessive amounts of fodder BEHAVIOUR: Purposefully bred to be docile and compliant,
make them ideal animals for nomads of an adequate size. massive beetles are even more unmindful about their
The carapace shell is mounted with a superstructure, enabling surroundings than regular beetles. It may take significant
accommodation, supply storage and transportation, fulfilling effort to prompt a massive beetle to do anything, but it
all needs of the nomad lifestyle. Massive beetles are always is also difficult to unnerve or agitate them. Even though
female to avoid the territorial aggressiveness common in males may display aggressive behaviour towards other males,
male specimens. Some riders feed their beetles sedatives breeders tend to keep males apart to avert such situations.
to keep them supplicated and docile to avoid panicked and
stampeding herds. DIET: Massive beetles are herbivores that prefer fresh
vegetation, fruits, and vegetables, but can survive on dried
Massive beetles can typically carry up to almost a tonne of fodder for extended periods of time.
freight, while nomadic specimens can occasionally handle
further loads. ENCOUNTERS: Having almost no natural predators,
these beasts do little else but eat and sleep in the wild.
SUBSPECIES: Massive beetles rarely occur in the wild and Unless severely hurt, massive beetles are not distracted
are almost all interbred in captivity to propagate the required from their own activities. Massive beetles can be coaxed
characteristics. and led with treats and other incentives.

315
COMBAT: Massive beetles are inept at actual fighting but
can trample people if agitated or injured. Some species utilise
them as moving battlements, strapping defensive structures
unto their backs for bowmen and other armed warriors to
rain arrows and thrown weapons down from.

Unless an attack penetrates its carapace, a massive beetle


does not realise that it is being attacked and continues with
its current activity. An enormous beetle that is hurt will
move away from the source of injury at its quickest pace
for D3 rounds, but the beetle will attempt to trample an
opponent that persists and brings a beetle to the “injured”
condition.

Beetle, massive
AGILITY 2 HEALTH 72
AWARENESS 1 SIZE Huge
STAMINA 8 MOVE 5
STRENGTH 6 WEAPON Trample (+1)
INTELLECT 0 REACH Close
PERSUASION 0 ATT SPEED -1
PRESENCE 0 DMG D6*+3 Beetle, Riding
WILLPOWER 0 DV 5
PROTECTION 5 DESCRIPTION: While most cultivated beetles have lost the
ATTRIBUTES Additional legs, heavy chitinous ability to fly through planned breeding, many riding beetles
carapace and huge. have retained functioning wings and are extensively used for
flying transportation.
SPECIAL *Trample: D6 DMG per difference of
size category.
Some specimens have enlarged mandibles, and others have
horns or spikes protruding from their heads or thorax and
are used as mounts for combat. As male beetles tend to
be territorial and more aggressive than their docile female
counterparts, they are often used as mounts in staged fights
for entertainment or wagering.

Riding beetles tend to be smaller and occasionally faster than


their draught cousins as they only need to carry one person
rather than heavy cargo loads.

LIFECYCLE: Riding beetles are among the least tampered


with specimens of the large beetle breeds and generally live
for several decades.
Beetles used as battle mounts and for arena fights are almost
all bred in captivity to propagate the required characteristics
and tend to live shorter because of the strain they are
exposed to.

HABITAT: Riding beetles can be found in almost all non-


arctic habitats.

OCCURRENCE: Beetles suitable for riding are fairly common


in their natural habitats. Riding beetles are a luxury but still
relatively common in Cosmic trading hubs and in areas where
the locals breed them.

316
BEHAVIOUR: Purposefully bred to be resourceful and
compliant, riding beetles are often fairly aggressive specimens.
It does not take significant effort to get a riding beetle to go,
Beetle, riding
but it can be challenging to control them completely.
AGILITY 3 HEALTH 38
As riding beetles are generally males, they often display AWARENESS 1 SIZE Large
aggressive behaviour towards other males, so breeders and STAMINA 5 MOVE 5
riders tend to keep them apart when not riding them.
STRENGTH 5 WEAPON Horns (+3)
DIET: Riding beetles are herbivores that favour fresh Trample (*)
vegetation, fruits, and vegetables but can endure on dried INTELLECT 0 REACH Close
fodder.
PERSUASION 0 ATT SPEED 0
ENCOUNTERS: Riding beetles have few natural predators PRESENCE 0 DMG Horns: D6+3
but often act aggressively towards their own kind to show Trample: D6*
dominance. If hurt riding beetles may use their natural WILLPOWER 0 DV 6
arsenal and reciprocate an assault. Controlled riding beetles
will follow the commands of their rider and can be trained PROTECTION 3
to attack. ATTRIBUTES Additional legs, chitinous carapace,
large and massive horns.
COMBAT: Trained riding beetles can fight using their horns
SPECIAL *Trample: Attack modifer is
or spikes to strike at opponents they are directed at or
determined by the rider’s Animal
trampling adversaries in their path. Riding beetles generally
Handling skill ranking. D6 DMG per
use their natural attack but can be trained to employ other
difference of size category.
manoeuvres such as wild swing and knockdown.

317
Marud oxen HABITAT: Despite their relatively large size, Marud oxen
live on the slopes and foothills of the Pe’rap’ial Peaks. They
can climb the steep cliffs with surprising ease despite their
DESCRIPTION: Marud oxen are a breed of sturdy oxen bulk, and their hardy nature makes them perfect for the
brought down from the Pe’rep’ial Peaks and foothills windy conditions towards the summits.
surrounding the jungles of Llyhn and domesticated for They can adapt quickly to other conditions but prefer
labour, mounts, and food. They generally stand up to four mountainous regions.
cubits tall at the shoulder, with massive muscular bodies built
to withstand the harsh mountain climate. OCCURRENCE: In Llyhn Marud oxen have become a
common domesticated animal, but elsewhere the species is
Marud oxen have large heads and long curved horns with almost unheard of.
bone-plated foreheads, and while the wild specimens have
long blueish and featherlike fur, domesticated lowland BEHAVIOUR: Marud oxen tend to be docile creatures
specimens tend to lose theirs in the intense heat of the unless they are calving or in heat when they can be very
lowlands. aggressive.

Their four eyes give them keen eyesight, and they can spot DIET: Marud oxen are herbivores living off the wide variety
even minute vegetation fit for eating from vast distances. of shrubs, mosses and similar low-growing plants found on
the steep slopes of their habitat.
LIFECYCLE: Marud oxen give birth to one or two live calves
every second season. In the Pe’rep’ial peaks, they rarely ENCOUNTERS: There are only tame, domesticated
live beyond ten seasons, but domesticated and well-tended specimens found in Llyhn, and the only place to find a wild
specimens can live more than twice that. one is by travelling to the foothills beyond the dark jungles
surrounding the city.
They gather in small herds of up to ten Marud cows with
a single alpha female leading. Male members are replaced Under normal circumstances, Marud herds will skirt and
seasonally with bulls competing to impress the alpha cow and avoid travellers, but during mating and when they have
getting mating rights to the herd. young calves, they will posture and act aggressively. Should
an intruder be adamant and brash, both cows and bulls will
defend the herd’s calves.

318
COMBAT: A riled up Marud ox will attack the cause of their Nathaliin
aggravation without regard for its own safety. The Marud ox
will initially make a furious charge, pounding and knocking
down the opponent. Following this, the ox will either seek DESCRIPTION: Indigenous to Jarai, the Nathaliin are large,
to trample the prone target or pommel standing opponents long-legged amphibians perfectly acclimatised to hot, arid
using its horns. A herd attacking together always attempt regions.
to trample.
They look fairly ungainly with their hefty body atop six long
spindly legs ending in flat feet, but they can easily find footing
even in very loose terrain and very steady. Their necks are
Marud oxen long and very flexible, with the head usually hovering just
above the ground, sniffing for food.
AGILITY 4 HEALTH 37
They have four tendrils protruding from their nose bridges.
AWARENESS 3 SIZE Large
When they are hungry, these skim along the ground picking
STAMINA 5 MOVE 7 up scents of water and food even below the ground.
STRENGTH 5 WEAPON Horns (+3) Nathaliin are covered in uneven sandy grey scales and have
Trample (+3) a rigid bluish speckled frill running along the back of the
neck up to the shoulder of the first pair of legs. Similar - but
INTELLECT 0 REACH Close
shorter - frills run along the back of each leg.
PERSUASION 0 ATT SPEED 0
PRESENCE 0 DMG Horns: D6+2 LIFECYCLE: Nathaliin usually live for up to 30 Llyhn
Trample: D6* seasons. They give birth to several calves and can delay the
delivery extensively until conditions are favourable for the
WILLPOWER 0 DV 7 young to survive.
PROTECTION 0
HABITAT: Nathaliin tolerate very arid and hot environments
ATTRIBUTES Fur, large, massive horns, and
and can absorb humidity from the air around them, making
multiple eyes.
them ideal mounts and draft animals for the desert-dwelling
SPECIAL *Trample: D6 DMG per difference of Aq-‘Jarea nomads.
size category. They were brought to the Eternal City by the Aq’Jarea.
They quickly adapted to the humid conditions to become
a favoured mount and beast of burden for several species
trading here.

OCCURRENCE: On Jarai, the Nathallin are fairly numerous,


living in large wild herds roaming the blue dunes of the desert
world. Domesticated herds owned by Aq’Jarea nomads
can also reach hundreds of individuals, albeit this is rare.
The species has become a regular sight in Llyhn but is still
considered uncommon as the Aq’Jarea are still ambiguous
about selling them to others.

BEHAVIOUR: Nathaliin are very placid creatures, and


although they may be skittish, they are only rarely aggressive.

DIET: Their elongated heads have strong jaws with baleen


plates covering the inside of the mouth, making them able to
sift through sand and dirt, filtering out their primary source
of food of small insects and plants.

ENCOUNTERS: All nomad tribes on Jarai use Nathaliin


as their sole form of transport and beast of burden. It is
one of the few large animals found on this world and
the only one frequently spotted. In Llyhn and other
hubs that the Aq’Jarea nomads visit, they are becoming
increasingly common but rarely under the ownership of
other species.

319 319
Nathaliin
AGILITY 3 HEALTH 37
AWARENESS 2 SIZE Large
STAMINA 5 MOVE 8
COMBAT: Nathaliin always seek to escape danger and only
STRENGTH 5 WEAPON Kick (0)
resort to kicking if cornered and severely threatened. As
INTELLECT 0 REACH Adjacent (2) they have almost no natural predators on Jarai, they have
PERSUASION 0 ATT SPEED 0 undeveloped instincts about identifying threats other than
natural disasters and deprivation. Therefore, if attacked or
PRESENCE 0 DMG Horns: D4 otherwise hurt, they rarely understand what is going on until
WILLPOWER 0 DV 6 it is too late.
PROTECTION 0
ATTRIBUTES Additional legs, Large, long limbs,
and natural resistance
SPECIAL Arid survival: Nathaliin can survive
for 2D12 days without food or water.

320
Pethala Pethala
DESCRIPTION: Pethala are large two-legged herbivores AGILITY 5 HEALTH 27
renowned for their agility and speed. They have long, lean AWARENESS 4 SIZE Large
legs ending in a three-digit foot and a wide body with several
pereiopod appendages distended from the chest area; used STAMINA 3 MOVE 18
for passing food from the ground to the mouth. STRENGTH 4 WEAPON Hooks (+2)
INTELLECT 0 REACH Adjacent (1)
Atop a long flexible neck sits the elongated head, crowned
with an impressive crest or other protrusions in the male PERSUASION 0 ATT SPEED +2
specimens. The Pethala has eight eyes sitting along the skull, PRESENCE 0 DMG Hooks: D4+1
giving it excellent forwards and peripheral vision. Its mouth
WILLPOWER 0 DV 8
is relatively large, and although it can bite hard, its flat teeth
are meant for grazing and crushing plant fibres. PROTECTION 0
ATTRIBUTES Claws (hooks), large, long limbs,
A thick tail ends in brushy strands used for keeping balance multiple eyes and tail.
and direction when running. A fully grown Pethala weighs a
hundred and fifty kilogrammes and can grow up to six cubits
tall. Its body is covered in thick leathery skin, the males
usually displaying vivid patterns, while the females are more Hatchlings stay together for several seasons until they are
earthy brown, yellow and red in hue. able to survive on their own and form herds with other
Pethala. They naturally live for up to 40 seasons.
LIFECYCLE: Pethala lay small clutches of eggs at
irregular intervals determined by sustenance accessibility, HABITAT: Pethala can typically be found in lightly forested
circumstantial conditions, and convenience. The Pethala and savannah environs where they can utilise their speed and
roosts over the nest until the hatchlings emerge, after which find plenty of sustenance.
they leave them.
OCCURRENCE: Pethala are herd animals that are very
sought after as mounts because of their willingness to carry
riders and their ability to traverse most firm terrain types
rather effortlessly.

BEHAVIOUR: Pethala are wary and observant but rarely


aggressive. They prefer to flee from threats unless they
are roosting, in which case they will attempt to
intimidate intruders by stomping their feet,
wagging their tails violently and, if all else
fails, strike at the threat using their hooked
pereiopod appendages. Pethala only breed
and roost in the wild or in calm pens
away from the thrum of cities and large
crowds.

DIET: Pethala are herbivores primarily


living on fallen fruit, leaves and
occasionally grasses.

ENCOUNTERS: Pethala are common in the wealthier


districts of Llyhn but can be found everywhere. A
domesticated specimen is docile unless agitated or
coaxed by its rider. The species is rarely used as a
beast of burden as they dislike inert loads, but as they
readily accept riders when tamed, they are highly
prized.

COMBAT: Pethala generally do not make


suitable war mounts but are extensively used by
scouts and light cavalry armed with bows and similar
that keeps them from the thick of battle. A combat-
trained or roosting Pethala will attack nearby threats
slashing with its hooked pereiopod appendages.

321
If anyone tries to mount one, they become frantic; buckling
Red-backed Tipar and kicking until the would-be rider has been dislodged.
Despite their ordinarily solitary lives, they cope surprisingly
well with the hustle of major cities and a rarely fazed by the
DESCRIPTION: This stubby species of herbivore is easily clamour, stink, and hecticness of such places.
recognisable by its short trunk, sensory appendages, and coat
of short horizontally stripped-and-spotted reddish-brown fur. DIET: Tipar live off leaves, grasses, fallen fruit and insects.
Although reluctant to carry riders, Tipars are superb pack
animals due to their sturdy physique. Moreover, despite their ENCOUNTERS: Tame Tipar go wherever they are directed
clumsy appearance, they can run quite fast. as long as they are content and only carry goods. Wild
specimens, however, are easily spooked and can deliver a
Red-backed Tipars have thick skin and strong jaws capable of nasty bite if cornered.
inflicting severe injury if they become spooked or cornered.
Tipars fare equally well at night or day as six long appendages COMBAT: Tipar generally attempt to escape dangers but
serving as sensory organs making up for their relatively poor will charge and bite if cornered or protecting a calf. Once
eyesight. They also rely heavily on their sensitive ears and a threat has been pacified or retreats, they promptly dash
a keen sense of smell to detect surroundings and danger. into the underbrush, leaving the danger behind and blending
into the forest.
LIFECYCLE: Female Tipar give birth to a single calf each
season, rearing it until the next one comes along. Male Tipar
have solitary lives, only meeting with other Tipar during the
mating period. They can live up to 25 seasons but rarely do Red-backed Tipar
so in the wild due to predators.
AGILITY 3 HEALTH 21
HABITAT: Tipar prefer to live in the underbrush of deep AWARENESS 3 SIZE Medium
dark jungles where they can easily hide and find food. They
STAMINA 4 MOVE 8
can mainly be found in tropical and subtropical climates,
albeit they can comfortably survive in temperate climes. STRENGTH 4 WEAPON Bite (+2)
INTELLECT 0 REACH Close (0)
OCCURRENCE: Native to the jungles of Llyhn, red-backed
Tipar are common in the Eternal City and are being bred PERSUASION 0 ATT SPEED 0
extensively in the stocks just outside Dhaarese to satisfy PRESENCE 0 DMG Bite: D4+1
the demand of caravans and travellers in the city. Similar
WILLPOWER 0 DV 7
species have been found on multiple worlds across the
Cosmos, albeit varying in appearance and demeanour. PROTECTION 1
ATTRIBUTES Alternative sense, fangs, and tough
BEHAVIOUR: Domesticated red-backed Tipar are hide.
docile and compliant as long as they are well-fed and
only used for carrying goods.

322
Appendix
Appendix
323
Kimah

324
Burial site

325
Ragged Temple

326
Buried Ruins

327
Catacomb Crater

328
The Flea Palace

329
Main deck

Herald of Dawn Lower deck

Upper deck

Ti ller deck Prince’s deck

330
Dhaarese

331
Tuan

332
Kor’Tuan Wasteland

333
Thank
Thank yyou
ou tto
o all thethe
amazing backers who
whomade Under
UnderNebulous
NebulousSki Ses possible!
all amazing backers
made kies possible!

Aaron Besson Charles McCalla Drew Wendorf James Robertson


Abhisek Ray Chelsea Chapeliere Duane Moree James Rocks
Adam Ansari Chris Dwayne Marlowe James Stutz
Adam Boisvert Chris Ammerman Earl Scott Nicholson James Vernon
Adam Buehler Chris Callicoat Ed James Wheeler
Adam Jung Chris Giesy Edgardo A Montes Rosa Jamie Lee
Adam Krump Chris Jahn Edward H. Wallace III Jamie Norrish
Adam Longley Chris Russo Edward J Hanratty Jr Jared Magee
Ahmed Alsadah Chris Scott Ellie Vidal Jason A W Hunt
Alexander Daniels Chris Whittle Emil Johansson Jason Bean
Alexander Laurell Christian Cruz Emily Twining Jason Clark
Andres Zanzani Christian Gudbjart Endre Enyedy Jason Dickerson
Andrew Christian John Prokop Eric Bonnet Jason Householder
Andrew Coe Christian Spornraft Eric Coates Jason Neff
Andrew Fones Christian Toftdahl Erik Jeppsson Jason Payne
Andrew Grim Christofer Levall Erika Harris Jason Schindler
Andrew Lotton Christoph Kaleschke Esther Busch Jay Lawrence
Andrew Marrington Christophe Van Rossom Ethan Trovillion Jean-Marie Sauboua
Andrew Mosqueda-Jones Christopher Borst Eva Olsson Jeff Trisoliere
Andrew Robertson Christopher Handley Evripidis Tsakiridis Jeffery Akins
Andrez Perez Christopher Harlan Fabrizio Vecoli Jeffrey Osthoff
Andrzej Krakowian Christopher Janson Fahad Mustafa Jennifer McPhail
Anestis Kozakis Christopher LaHaise Francesco Paparelli Jeremy Hylen
Angela Karol Janusz Christopher Thomas Francesco Perratone Jeremy Kear
Anna Goldberg Claire Conway Francois Mersch Jeremy Wasik
Anthony Pawlikowski Clifton Roberts Frank trampedach Joachim Schulz
Anthony Pino-Valle Colin Edward McNamara Franklin Kuzenski Joe Lonergan
Antti Tikkanen Craig Hindle Frederik Bredsgaard Joffrey Laurencon
Armando DiCianno Craig Senatore Frits Kuijlman Johannes Utstøl Johannessen
Arnaud Lebret Curtis Takahashi Gary Anastasio John A W Phillips
Aron Kearney Cynthia Hanahan Gemma Halfpenny-Briant John Daly
Athanasopoulos Georgios Dale Lloyd Genesys Reeves John Dorch
Austin McKee Damien Laurie Geoffrey Davis John Hardey
Axel Gotteland Dan L. Nielsen George Bajuscik John Horton
Barbara Gietka Dan Nordahl Gert-Jan van der Krogt John Jordan Schreck
Barry T LaVanway Dane Batema Gilbert Isla John M. Portley
Bartimaeus Dragonborn Daniel Cohen Gordon Sloss John Paul Spore
Benjamin Fabian Daniel Hafeneder Götz Weinreich John Polack
Benjamin L Scott Daniel Rogart Graham Alexander John Pyrich
Benjamin Lord Daniel Wieser Graham Lee John R Snead
Benjamin Moya Daniele Anacleto Meiattini Greg Freeman John Rogers
Benjamin Steinhurst Daren E McCormick Greg Smith John Rudd
Bernard Gravel Darren Trapp Guillaume Leclef John Sullivan
Bill Robertson Das Manninen Guillaume Noël John T Mattioli
Blazej Kosinski Dave Laithwaite Guy Edward Larke John Taber
Borja Bermejo Merino David b batson Hans-Henning Wenkel John Thomas
Brad Kane David B. Semmes Hauke Stammer Jon R Terry
Bradley J Pasmeny David Boeuf Henrik Sevaldsen Jonathan Barson
Brandon Cassady David Csobay Higor Moretti Pereira Jonathan Finnegan
Brandon Hill David Dalton Holger Schimmele Jonathan Fish
Brandon Whittington David F Queen III Hugo Gefrroy Jonathan Huse
Brennon David Futterrer Hyvä Kalsium Lich Jonathon Delmar Byrer
Brett Bozeman David Glock Ian Cunningham Jonathon Dyer
Brian Davidson David Hayes Ian Duncan jonathon m wandrey
Brian Douglas Weibeler David Lawrence Ian Francis Jose Fernandez
Brian Grant Kearns David Paul Ian Tubbritt Jose Luis Perez Zapata
Brian Griffin David Stephenson Ingo Schroeder Jose Placeres
Brian Jonigkeit David Szafran Ingrid Dinkel Joseph Evenson
Brian L Isikoff Denis Detraz Isaac Fernandes Joseph Helferich
Briceson Tollison Denis Gaty Isaiah Silverman Joseph McCormick
Bryan Ballard Denis Regenbrecgt J Dailey Joseph Rosario
Buddy McGehee Dennis Matheson J Patrick Stebbins Joshua Donald Wayman
Caleb G Palmer Dennis Pogarch Jacob Forsman Joshua Downes
Cameron Paine Denver Lybarger Jacques Sebastien Joshua Henries
Carissa Black Derek Boudreaux Jake Joshua Sandvig
Carlos Restrepo Derek Singer Jake Davies Juan Gutierrez
Caroline Kane DeShadow James Belle Julia Hose
Carsten Lygteskov Hansen Destry McCoy James Cleverdon Julian Behrens
Casey Weatherly Dokkaebi Melinyell James Droucker Jupe Rantalainen
Casper Gad Dominik Oshowski James Fellows Justin Mitchell
Cecelia E Rafferty Donovan Gregory James King Justin Peters
Cedric Bridenne Douglas Jessup James L Smith Kairuek
Chad Creasey Douglas Molineu James Manley Kamil S?siadek
Charles Andrew Starlin Douglas Shute James Meredith Kane Elwell

334
Karin Sevaldsen Micheal Bostic Robert Felton Þorsteinn Mar Gunnlaugsson
Keith Savage Michele Facco Robert Hayes Thorsten Wolk
Kenneth Jensen Michelot Bertrand Robert L. Hausch Tim Flannigan
Khrys Boschee Midnight Tower Robert O’Rourke Tim Rudloff
Kieran A Williams Mikaela Leavitt Robert Sieminski Tim Rudolph
Kieran Ryle Mike Hill Robert Warren Timo Rönz
Konrad Dienst Mike Shaver Roberto Hoyle Timothy Baker
Kristian Hyttel Mike Thompson Roberto Mandrioli Timothy G Smith
Kyle Smith Mike Trisevic Rod Meek Tinzien
Larry Haught Mike Westley Rolf Boehm Tom Gorman
Lars Badura Miles Geske Ronald Lewis Jr Tomás Alarnes Piñeiro
Lars Holgaard Mireia Pestaña Lorman Ronni Jakobsen Tomas B. C.
Leandra Schneider Morgan G Weeks Ronny Heinz Tomas Richards
Lee Scolin Mr Daniel Tompkins Ross Nendick Torbjörn Johnson
lemonbrick Mr Ross Daughtrey Roy Lameir Trevor Marshall
Leonard Lee Mulotte Xavier Royalef Trevor Placker
LeRoy Davis Nasser Khalid Al Alawi Ruben Brandt Tristan Würsch
Lily Lin Nathan Taylor Ryan Biggs Trond Birkeland
Lionel Rudling Negoita Alexandru Ryan Carden Ty McClelland
Lliam Mill Neil Coles Ryan Collins Tyler Middleton
Lloyd M. Broughton Nemanja Zdravkovic Ryan Elliott Tyler R Krason
Luke Maton Nicholas Chan Ryan Green Tyron Couch
Lyam Trainor Nicholas Zakhar Ryan Rank Victor Gabriel Balcazar
Maarten Hermans Nick Ryan Walker Vincent Henrotte
Mac Nicola Went Sabine Grosse-Wilde Volodymyr Yatsenko
Mads Bruun Nicole Mezzasalma Salvatore Puma W.R.K.S Games
Marc Laliberte Nik Mennega Sam Fleeman Warren Nelson
Marc Pantel Nikita Kieselowsky Sam Hing Wes Mappin
Marco Arcari Nikolas Radi Samuel Benke William Owen
Marco Cantin Oscar Herlin Samuel Farro William Yates
Mark Featherston Paladin von Korff Saul Morales Wolfgang Reich
Mark Ferguson Panu Laukkanen Scott Hornbuckle Wrathamon
Mark Hanna Patrick Haugh Scott Whitfield Wren
Mark Lefler Patrick Vahle Seamus Stowe Xabier Landabidea Urresti
Mark R. Lesniewski Patryk Adamski Sean Soderlind Yadin Flammer
Mark Sleboda Paul Boddou Sebastian Black Yannick Boisvert
Mark Smith Paul Fulbright Sebastian Groß Yves Meyer
Marko Vujnovic Paul Hayes Sebastian Padilla Zachary Fountaine
Markus Kollas Paul Rivers Sergio McCook Zachary Tansek
Markus J Odermatt Pawel Smoczyk Sergio Silvio Herrera Gea Zachary Yokell
Martin Berger Pawel Wiszniewski Shane DeNota-Hoffman Zeb Berryman
Martin Hveisel Kaas Pearce Hayward Shane Walden Zheng Sheng Chung
Martin Johansson Peris Sanchez Joan Daniel Shaun Burton Zuessdragon
Martin Johansson Perry D Clark Shawn Stutzel
Martin Legg Peter D Allen Simon Davey
Mary M Peter Wallis Simon Stampfer
Mathias Velasco Petri Wessman Spencer Whiting
Mathieu Lorange Philip Hindley Spyros Veronikis
Matt Gregory Philip Rogers Stefano Monachesi
Matt McDowall Philip Stack Stephan Szabo
Matt Wilson Phill Winters Stephen Garland
Matteo Signorini Phillip Carrisalez Stephen Getty
Matthew Clarke Phillip McGregor Stephen Morrison
Matthew Hayward Picard Jean-Vincent Stephen Naum
Matthew May-Day Piet Klang Henriksen Stephen Ray
Matthew Roberts Popanoel Stephen Sale
Matthew Sanchez Rakesh Malik Stephen Seibert
Matthew Sharp Ralf Sandfuchs Stephen Turner
Matthew Verduyn Ralph A Fagant Steve Pitson
Matthew Walsh-Bremner Randall Holmes Steven Humphries
Matthew Wasiak Randall Kennedy Steven Miclette
M Holtman Rasheed Knox Steven Moy
Michael Raúl Peña Fernández Steven scott
Michael Beck Raymond Barry Stoneworks Gaming

W e ’ll see
see you
you
Michael Bradley Really Cavanaugh Tazarisevans
Michael Gunn
Michael McCormick
Riccardo Caverni
Richard August
Tero Huovinen
Terry Helman We’ll
all
all ininthe
theVoid!
Void
Michael McGloin Richard Barnhouse Theo Riches
Michael Ruiz Richard Finder Thomas Caspersen
Michael Shane Brazier Richard Greene Thomas Daasvatn
Michael Tabacchi
Michael Vyborny
Richard Newby
Richard Rivera
Thomas Elfing
Thomas Faßnacht
- Chris
Michael Watkins Rifter256 Thomas J Ladegard
Michal Bernat Robert Davis Thomas Raimann

335
Under
Nebulous
Skies
A VOIDFARER’S TRAVELOGUE,
SOURCEBOOK & CAMPAIGN

UNDER NEBULOUS SKIES is packed with new setting material, character options, powers, equipment,
Void vessels, and the first opus of the grand campaign trilogy.

The book’s 320+ pages are bursting with beautiful art, new creatures, original sentient species, gorgeous
maps, intriguing NPC’s and much, much more.

The Travelogue section takes a deep-dive into the Kimah and Dhaarese districts, where more than 30
new locations, multiple notable people, gangs, and factions provide Arbiters with even more options for
exploring the Eternal City.

The new Player’s options include new Flaws and Talents, exciting halfblood backgrounds, enticing Void
sphere options, new skills and much more giving players a wider selection for character individualisation
than ever before.

The equipment section details new exotic weapons, esoteric commodities, peculiar substances, as well as
details for acquiring and constructing Void vessels.

In this, the first opus of the Grand campaign, a desperate cry for help from an unfamiliar human
settlement, leads the protagonists deep into the underworld of Kimah, amongst nefarious gangs crushing
or enslaving anyone getting in their way. In gloomy warrens, amid thugs and thieves, the protagonists
discover that the conspiracies go much deeper, and they find themselves in a pursuit leading them far
from home.

Reconciling the fractured and clashing human factions of Llyhn could bring benefit to all, but playing
them out against each other to gain advantage might be the only viable option to survive and uncover
the aspirations of an obscure entity with its gaze fixed firmly on the descendants of Earth…

IN THE UNKNOWN | BEYOND THE HORIZON | WHAT IS HUMANITY

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

ISBN 978-87-93781-11-5

TM

W W W . M O D I P H I U S . N E T BVG015D / MUH061V015-PDF

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