(CHAPTER ONE: WEAVING REVISITED ....2
Irrodicton "
Cones 2
Get Deonng i pe 3
evingstred 3
cca Py, ?
Pore 3
Pas °
TheFaen 1.
The Seven Tes. 1”
2b.
Keser. 6
squats "i ”
ene’ Sac Chih of Prophecy 0
‘ke 8, Volane ne 0
‘CHAPTER TWO: THE ENEMY OF MY ENEMYS
Prologue Set hte r
‘exOre: Sacha 0
Bidston 20
Scere One. azn Habis 20
Scere Two, Wel Met by Moonght 2
Scere Thee: Fig ae Flake 3
‘Two: song Loyaies
Bacto By
Scere Oe: Searching or th a
Scere Tuo Ot Fend rd New 2
Scere Thee: Lote Ends %
Ctcames& Aare Hooks 2
The Taste of fear = »
age ote Damned .
Madmen and Mary
(CHAPTER THREE: NPCS AND ARCHETYPES
ajorNecs.
‘el Don
ham
cues a
Jenlutteron
Sacha 7
ofthe Orem
gta 2
phe
Buren Age
alan Dancer
nan Nise
eoh (Chained 7)
Joana Cay
Joante Wah
Jeante Weaponstaper
Johan
Mage Diplomat
Moxhant
Pele Asan
Squat %
Teeban favor
The
Zuiser
Zvi Monson
Table of Contents
writing
Php Rae Nhl eo
Art & Design
Marketing
pn ec abe bt
silhouette Design
etch peat
Tribe 8 Created by:
i diols a Ah
The knoe
Produced and Published by
ream fol
Sm dere ate 82
Monee
par
‘he Dam ad log be thot the
Seven Tbs he See Fat atin
Weer Ant, a el disinctie o
ander ae tras of Or ed
6188 rem Pale Alege rere
eprom bpd
hot arto pemison om he paer
ecg srt a el pp
‘ayer ction
tain cpa te ithe ie
Fn) ery
Dream nda beech gh he
‘webaward. A ch the
sok ors02
Leglopsicnngat 16
aha Na du ude
atl bry ofan
ti iningeaving Revisited
Past the Great Hil and beyond the Seven Fingers, far from the
lat Joarite tower, the Z’brilands extend across most of the
northem shore of Vimary and beyond. Thick, dark forests,
shadowy ruin and mass graves characterize ths area, throwing
‘pale of teror ove those who dare venture into thern. On the
boundary ofthe 2'bri lands warnings signs hang; some are
prayers of protections, other votive oferngs for the loved ones
lost to the beasts. Very few tials have traveled the twisted
paths of the H' Kar (what the Z’bri cal their homelands), even,
though lost within them ae the eight camps that gave birth to
the Fatimas. There ae thse who've tried to ind them, to
reclaim them and thee secrets, bur they have never returned.
“The HI Kar are a foreboding teritory, 2 region where even the
shadows can be dangerous, a place where itis said the dead
walk, The tant ofthe Z’bris visible on everything, from the
warped trees to the deformed animals that ie in these woods,
The same taint touches all those who travel here, heightening
their desires unt they become painful, transforming their worst
{ears into flesh and blood.
Scattered throughout the Harare the Z'b palaces and thei
Ser hamlets. Twisted bulings of fsh and bone, the palaces
ard hamlets are obscere structures that symbole the Z'br's
ctherwordly nature, and where the stench of death is overpow-
eng.
In describing the H' Kar to your Players be sure to emphasize
how alien and mysterious these areas are, The trees ae twisted
beyond recognition, skeletons (both natural and unnatural)
liter the shadowy ground, mute witnesses ofthe atroctes
‘committed upon them by the Z'bri and their Serf An insidious
atmosphere prevas throughout the H1 Kara feeling that
becomes almost unbearable the closer one gets to a Serf
amet
‘Asa Weaver you can use the Hi Karto give the characters a
ilimpse into the hears and minds ofthe 2°. Use the
landscape and horrors within to ty and capture some of the
torment and anger that al Z’bri feel about being trapped on
Earth showing that there is more to them than savage beasts
For example, the characters could stumble across a bri
tending a small hidden garden, its patterns and detail staningin
contrast tothe perverted husk ofthe Z’bi, The H' Kar also
serve as perfect ervrons for having the characters confront their
\wors fears, because these fears and doubts can take material
form of lsh and blood.
ATV USKYREALNS 202i
wy
High above, nthe uppe stores fhe tals buldegs om the
World Before, rest the vile nests ofthe Z’bi known 35
Skyrealms. Home to some ofthe most powerful and oldest
si, these Joh’ans — hidden — ive fr fom their brethren,
not interested in the petty intrigues ofthe Baron's court Instead
they live above the ties, minding ther own business, tying to
recapture the glory ofthe days before the Cosing,
[Athough the Joh’ans are 2°b, and some among the vlest, a
few have begun to fee the weight oftheir ancestors’ actions
Melancholic ard saddened, these Z'bri ae far more dangerous
than the rest, prone to fits of depression from which no one is
safe. These Joh'ans have become loose cannors, and neither the
tribes nor the Z°br know what side they take inthe seasons to
Feel free to use these joh’ans as you wish; they make great
antagonists and tempers. Humanity was swayed by the
ephemeral nature ofthe Z'bei once, and there i nothing
stopping you fom trying to tempt your Players to folow one as
well. On the other hand, the Jans can make for unexpected
ales, though make sure that your Phys never fel to
comforable dealing wth them
Each Slyrealm sdfferent, an extension ofthe Z'br inhabiting it.
Some have iron cages that huge muscle like cables lower and
raise, others carpets made of human hai and binds and curtains
offlesh, Asa Weaver, bear in mind that you depict al
Skyrealms as pulsating chambers of blood and organs, they’
s00n lose ther mysterious auras to your Players. Subtle