TEXT:                   The Children of Nwanga Zhaal
   
                                          An adaption of an adaption......
  The World of Xoth is copyright (C) 2008-2015, Morten Braten and Xoth.Net Publishing. It is 
  used in this work with permission.
  Adventure Overview
  The characters have departed the port of Ghazor in a Merchant Ship, 'The Golden Prize', 
  bound for the unknown jungle lands that lie beyond the Hills of the Dead and the dismal 
  swamplands of the Cannibal Coast.
  The owner of the vessel, Natam Daar, has determined to explore these uncharted jungle 
  coasts and believes that there are riches there to be exploited by a man with a good ship 
  and a fearless crew.
  The ship is wrecked in a ﬁerce storm and there are few survivors, most of whom are slain 
  in a subsequent attack by ﬁerce tribesmen clad in leopard skins and wielding wickedly 
  curved daggers.
  The characters ﬁnd their way to a Zadjite Slaver Fortress. The local tribes folk are in revolt, 
  having been stirred up by the cultists of the Leopard God and the characters ﬁnd 
  themselves under seige. To make matters worse, something terrible stalks the darkened 
  halls of the citadel.
  The Cast
  Bultungin - Azimban warrior. He is a Moon Cursed Were Hyena.
  Marash Anshar - Zadjite Slaver Captain. Military Commander of Fort Zariba.
  Olufemi - Yemoja Elder. Chieftain of the local village.
  Hamzan Bashar - Factotum for the Emir Bakaar of Zadj. Lord of Fort Zariba.
  Zulika Zadeh - Flirtatious and ambitious daughter of Hamzah Bashar. 
  
              Timeline for 'The Children of Nwanga Zhaal'
  Five years earlier
  A ﬂeet of Zadjite Slavers sails down the Cannibal Coast at the behest of the Emir Bakaar. 
  They come ashore in the lands of the Yemoja and defeat the tribesmen in a pitched battle 
  upon the sands. A citadel is erected and named Fort Zariba. The Captains draw lots for 
  who is to remain to govern the stronghold and it falls to Marash Anshar. Fifty men, also 
  drawn by lots, are selected to remain as the garrison. The rest return home with the 
  provision that a ship will bring supplies and replacement warriors every six months.
  Two years earlier
  Hamzan Bashar and his daughter, Zulika Zadeh arrive on the latest supply ship. He is to 
  be the Emir's Factotum at Fort Zariba.The Ajamu, a warlike tribe of the interior make a 
  proﬁtable alliance with the Zadjites. This agreement involves the exchange of slaves for 
  weapons of Zadjite steel.
  16 months earlier
  King Mkazwe of Azimba sends two regiments of Spearmen(800 men), under the command 
  of General N'Dengwe, to deal with a horde of Ikunas who are ravaging the eastern borders 
  of his Kingdom. N'Dengwe splits his forces in an attempt to trap the Ikunas in a pincer 
  attack, but one regiment is delayed. The Ikunas are ﬁnally defeated and driven off, but only 
  after the almost complete destruction of the ﬁrst of his two regiments.
  A young spearman named Bultungin is one of the score or so of unlucky survivors of the 
  ﬁrst regiment who are dragged back to the villages of the Ikunas as offerings to placate 
  their Dark Gods.
  15 Months earlier
  Bultungin is dragged into a JuJu Hut where a hideous curse is placed upon him by a 
  Witchman of the Ikunas. Under the light of the ﬁrst full moon he is transformed into a 
  hideous hybrid of beast and man and loosed upon several of his fellow captives. The same 
  events occur the following night and Bultungin is wracked with guilt when he awakens 
  each time, blood soaked, from the slaughter.
  He ﬁghts with his captors and during his escape, he discovers that he cannot be harmed 
  by their weapons. He ﬂees south, away from both the Ikunas and from his own land, into 
  the great and dismal southern swamps. Even the predatory and ever hungry crocodiles 
  learn to avoid him and Bultungin concludes that he cannot be harmed by the teeth or 
  claws of predators. The bronze and bone bladed swords and spears of the cannibals, 
  likewise, do not penetrate his ﬂesh.
  
  3 months earlier
  Bultungin has been lurking in the swamps for just over a year as he strives to avoid human 
  contact until he can come to terms with his curse. Eventually he exits the southern edge of 
  the swamps and ﬁnds himself the prospective victim of a gang of Leopard Cultists on the 
  coast of the uncharted lands that lie beyond.
  The shaman priests of the Leopard Cult are stirring up the local Yemoja tribesmen against 
  the foreigners. Several Zadjites have recently been murdered by leopard cultists as the 
  Amotekuni try to show their brethren that their rulers are not unassailable, even in their 
  mighty fortress.
  The Leopard cultists cannot harm Bultungin and after several attempts they develop a 
  supernatural dread of the man they say is unkillable. 
  The last attempt to kill him is witnessed by Marash Anshar, the Captain of the Guards at a 
  nearby Zadjite slave fortress. Impressed by his prowess, the Zadjite invites the Azimban to 
  return with him to Fort Zariba. Desperate for human company after his miserable existence 
  in the swamp, he agrees. 
  2 Months earlier
  Natam Daar begins assembling a crew for his ship, 'the Golden Prize', in the Susrahnite 
  port of Ghazor. 
  Ghastly and brutal murders are committed by some manner of animal upon the Yemoja 
  ﬁsherfolk who live in the vicinity of Zariba. Over the course of the three nights of the full 
  moon, a dozen of their villagers are slain. Hamzan Bashar insists that it is the work of the 
  Amotekuni, but the Yamoja suspect something else.
  1 Month earlier
  The Golden Prize sails out of the Port City of Ghazor, bound for the uncharted jungle lands 
  of the southern coast.
  At Fort Zariba, the brutal murders continue following a second cycle of the Full Moon. The 
  Zadjites appear blind to the nature of the killings and continue to place the blame on the 
  Leopard Cultists. The Yemoja are now convinced that something terrible dwells within the 
  halls of Fort Zariba.
  The previous day
  Fearing an uprising amongst the Yemoja, Hamzan Bashar determines to hunt down the 
  Amotekuni. He orders Bultungin out into the surrounding jungles to ﬁnd their lair and return 
  to fetch his soldiers. Once located, he will send Marash Anshar and his soldiers to kill 
  these damnable beast worshippers and put paid to their murderous schemes, once and for 
  all.
  A storm is raging over the southern ocean as Bultungin leaves. He knows already where 
  he will ﬁnd the sacred grove where the Leopard cult gather, but he does not want to 
  arouse any suspicion against himself. He makes for the northern promontory, a spit of land 
  that protects Zariba from the worst of the squalls that blow up upon these southern seas. 
  Atop the promontory, he notices the struggles of the Golden Prize and decides to go down 
  to the beach to see if anything of any worth is washed ashore. A pack of Leopard Cultists 
  are also watching from the jungle, a little further up the coast.
  
  'Proposed' Adventure Synopsis
  Day 1
  Following 'many' days of sailing the characters have found themselves caught in a tempest 
  and blown onto the rocks of a promontory. The ship's hull is breached and only Natam 
  Daar, three sailors and the characters remain alive. The drowned corpses of around a 
  dozen more sailors are scattered about or washed up further along the beach.
  The remains of the ship are run aground upon some rocks, about thirty yards out into the 
  sea. The tide is out and the water is never more than waist deep. A stream ﬂows from the 
  jungle, out into the sea. Investigations will discover the spoor of several saltwater 
  crocodiles and drag marks toward the stream. 
  • It is up to the GM to decide whether his/her characters have any weapons and armour, 
  or whether they need to reach the wreck of the ship to equip themselves.The actual 
  intervention of the Crocodiles or a scavenging Shark is, once again, entirely for the GM 
  to decide.
  Having set off upstream in search of drinking water, they are set upon by Leopard Cultists. 
  Natam Daar and the surviving sailors are no match for these ferocious savages and they 
  are slaughtered to a man. The characters are saved from, near certain, death by the 
  intervention of a large Azimban warrior who appears to frighten off the cultists merely by 
  his presence rather than his excellent swordsmanship. The fellow introduces himself as 
  Bultungin.
  (It is, of course, possible that the actions of the characters will see them escape the 
  Leopard Cult ambush. In this event, have the Cultists stalk and harrass them mercilessly 
  until they are discovered by Bultungin, when the attacks miraculously stop.)
  He leads the characters to the other side of the promontory, where they discover a stone 
  citadel surrounded by a palisade that dominates the bay beyond. The keep is the 
  stronghold of a Zadjite Lord named Hamzan Bashar. He lives here with his daughter, 
  Zulika, who is of marriageable age and chafes at the prospect of her continued sojourn at 
  the isolated fortress.
  Hamzan Bashar greets the characters in the great hall, where the Zadjites dwell in 
  barbaric splendour while their slaves live in abject poverty under threat of the lash. The 
  characters are the ﬁrst foreign visitors ever to come to Zariba and Hamzan Bashar is 
  overly hospitable, keen to both impress the characters with his wealth and establish what 
  exactly has brought them here. Zulika Zadeh ﬂirts outrageously with an appropriate male 
  character as Marash Anshar looks on, seething in jealousy.
  Both Hamzan Bashar and Marash Anshar intend to have the characters murdered. Marash 
  would like to do this immediately but Hamzan thinks they may be useful in the conﬂict 
  against the Leopard cult.
  Bultungin suggests that if the Leopard cult seeks vengeance for today's setback, they 
  might actually enter Zariba and suggests that everyone continues to lock their doors that 
  night.
  There are armed Zadjite guards (three per player character) in the great hall at any time 
  along with Hamzan Bashar, his daughter and Marash Anshar.
  
  That night.
  The ﬁrst night of the latest cycle of the Full Moon sees Bultungin stalks the halls of Zariba 
  in his beast form.
  He tries the door to Zulika Zadeh's room and ﬁnding it locked, he prowls through the halls, 
  murdering a guard before exiting the fortress and murdering three more villagers. A 
  character who makes a successful Perception roll will awaken to hear an animal cry that 
  sounds like maniac laughter
  Day 2
  The following day, the characters awaken to the sound of a crowd of Yemoja villagers, 
  gathered at the gates of the fortress.
  They have come to protest that the Zadjites are sheltering an Orisha Ikoka and allowing it 
  to prey upon their people. Hamzan Bashar invites Olufemi, their chieftain into the castle 
  and shows him the corpse of the dead guardsman. He continues to insist that the murders 
  are the work of the Amotekuni. Olufemi disagrees and there are raised words between 
  them before Marash fells the old chief with a blow from his ﬁst and instructs several guards 
  to beat him and then manacle him to a pillar in the great hall to be scourged.
  There are three Zadjites guards per character to prevent their interference in these events.
  Hamzan orders Marash to disperse 'the scum' gathered at his gate and characters may 
  notice an expression of cruel and malicious delight upon the Captain's face as he excuses 
  himself and rouses the guards.
  Hamzan and Zulika Zadeh invite the characters to join them for breakfast while the beating 
  of Olufemi occurs before their very eyes. Bultunga's face is unreadable. Zulika Zadeh 
  simply ignores the violent assault on the Yemoja chief and tells of how someone tried the 
  handle of her door the previous night and of how she heard heavy panting at the door. She 
  addresses the character with whom she has been ﬂirting and says that whoever it was had 
  gone before she reached the door to unlock it. She informs the gathered company, 
  salaciously, that tonight she will leave it unlocked to see who comes calling upon her in the 
  middle of the night.
  Bultungin says nothing, but as the characters depart the great hall, he advises them quietly 
  that the assault and imprisonment of Olufemi will lead to trouble. He begs that they keep 
  their doors locked that night.
  About an hour later, they are called back into the presence of Hamzan Bashar and invited 
  to company his men in an attack on the Leopard Cult Shrine.
  The group to take part will be led by Marash Anshar. Bultungin will act as the guide and 
  there will be two dozen others, not including the characters.
  The attack on the shrine is a disaster. The Amotekuni are not in the shrine and lauch an 
  ambush on the column as it trudges back through the jungle to get to the coast. Only 
  Marash Anshar, Bultungin and any surviving characters make it back to the citadel in the 
  early evening.
  With half of their men dead, Hamzan and Marash make plans to defend the citadel. They 
  do not believe that the Yemoja are capable of storming Fort Zariba, but they will eventually 
  starve the defenders into submission if they are allowed to gather in numbers from up and 
  down the coast. Their conclusion is that there are enough supplies to sustain the reduced 
  garrison until the supply ship arrives.
  
  That night.
  Bultungin transforms again and stalks the darkened halls and passageways of the citadel. 
  He gains entrance to Zulika Zadeh's room. Her Taikangian handmaiden interposes herself 
  between the beast and her mistress, to be torn limb from limb for her trouble. Zulika Zadeh 
  screams and swoons. Hopefully, at least one of the characters will decide to intervene. It is 
  at this point that the murderer is revealed as a Werehyena. Upon being damaged by a 
  character's Iron weapon(the Zadjites use Steel, The Yemoja use bone, copper and ﬂint), 
  the creature leaps up to a high window and disappears out into the night. Hamzad, Marash 
  and several of the remaining guards will appear on the scene and the characters will have 
  a lot of explaining to do before retiring for the night once more. Hideous maniacal laughter 
  can be heard echoing through the night.
  Day 3
  Dawn breaks and the rising sun reveals several hundred Yemoja tribesmen surrounding 
  the citadel. Several dozen Amotekuni Cultists are amongst them, stirring them up and 
  inﬂaming passions.
  In the mid afternoon, Bultungin comes to a character's room, sporting a bloody bandage. 
  The character who wounded the Werehyena must surely realise at this point that Bultungin 
  is the murderer and the monster into the bargain.
  He tells the characters his story and asks that they restrain him until he can ﬁnd a way to 
  end his curse. He suggests that they take him and manacle him in the dungeons beneath 
  the citadel.(The manacles are made of bronze). He also suggests that they should free the 
  Yemoja chief to use to bargain for their lives. 
  Marash Anshar, brutal and vindictive, has decided that no matter the outcome of the siege, 
  the old chieftain is going to die. The characters arrive just as he is in the process of telling 
  Olufemi of what fate has in store for him. Hamzan Bashar and his daughter look on with 
  bloodlust in their eyes. (Olufemi will, if saved, be amenable to letting the characters go. If 
  he dies, the characters will have to ﬁght their way out of trouble through the Yemoja 
  horde.)
  There is a single Zadjite guard for each character at the start of the scene, plus Hamzan, 
  Marash and Zulika Zadeh. After two rounds of combat, a further three guards enter the 
  ﬁght and a further two a round later.
  As soon as it appears that the characters are being too hard pressed, the doors of the hall 
  open and Amotekuni Cultists swarm into the hall. They have scaled the walls and 
  overcome the depleted guards. Zulika Zadeh ﬂees the great chamber to hide. A three way 
  ﬁght ensues and will continue for as long as the GM decides is dramatically necessary.
  Bultunga has most likely been forgotten amidst all the mayhem, until he leaps into the 
  middle of the fray, fully transformed into his Werehyena form. The Amotekuni recoil in 
  terror and the surviving Zadjites are frozen in horror by what they are witnessing.
  The beast leaps upon Hamzan and rends him limb from limb before throwing back it's 
  great shaggy head and howling it's manic cackling laughter.
  The Amotekuni scatter back into the night and the surviving Zadjites retreat further into the 
  fortress. The characters and the old chief of the Yemoja are left to face the Bultungin 
  creature. "Orisha Ikoka" he cries out in superstitious dread.
  (Orisha Ikoka is the Yemoja name for the Hyena God, who is the son of Nwanga Zhaal.)
  
  The Aftermath
  Assuming the characters are still alive and that Bultungin is dead and freed from his curse, 
  there are still several problems confronting the characters.
  If Marash Anshar has not been slain, the surviving Zadjites and he are still in the citadel. It 
  may be necessary to make peace with them, especially if Olunfemi is slain.
  If Olufemi yet lives, he will intervene to save the PCs from the Amotekuni who want to 
  sacriﬁce them at their Fane, deep in the jungle.
  If marash has been killed already(by a PC), the remaining Zadjites are rousted from their 
  hiding places by the Amotekuni and Yemoja. No amount of appealing will save their lives. 
  They are destined to be sacriﬁced upon the altar of Amotekun. This leaves the characters 
  with a slight predicament. Zulika Zadeh is among the survivors and can the characters 
  bring themselves to leave her, a civilised woman, to the tender mercies of the savages. 
  Given the opportunity she will tell them that she is a civilised woman with wealthy relatives 
  who would pay a hefty ransom/reward for safe return.
  This is a lie, but she will expect to have worked her womanly wiles upon a suitable 
  character by the time they discover that there are no wealthy relatives or reward 
  forthcoming.
  The characters are allowed to leave, but Olufemi has witnessed the power of Iron 
  weapons against the Orisha Ikoka and will insist that they must leave them with the 
  Yemoja. They are welcome to take whatever they want from among the 'inferior' steel 
  weapons of the Zadjites. All that stands between them and the questionable safety of Zadj 
  is a trek across nigh on six hundred miles of swamp, cannibal villages and demon haunted 
  hill country.
  
                                    Fort Zariba
  Five years before the Prize of Gold set sail from Ghazor, a ﬂeet of Zadjite slavers put 
  ashore in a sandy bay on the uncharted coast lying south of Ikunaland and the Great 
  Swamp. They fought and defeated the local Yemoja tribesmen in a pitched battle and 
  enslaved nigh on a thousand of the survivors.
  One thing that is irrefutable about the Zadjites is that they can force a great deal of work 
  out of their slaves before they expire. A stronghold, named Fort Zariba, was built upon a 
  rocky promontory, pointing out into the sea. It was built in half the time that it would 
  normally take and hundreds of Yemoja slaves died during it's construction, literally worked 
  to death, their blood and ground bones added into the mortar that held together the mud 
  and straw bricks of the construction. 
  A wooden palisade with three watchtowers was erected to protect the approaches to the 
  citadel and an earthen rampart was raised to provide a ﬁghting platform behind it. 
  The palisade walls are twelve feet high and the ﬁghting platforms of the towers are some 
  twenty feet above the ground. The earthen rampart is seven feet tall and is wide enough 
  for two men to walk abreast of each other.
  Ten soldiers are on guard duty at any given time. A man is positioned in each tower, two 
  more are on the gate and the remaining ﬁve walk the ramparts, under cover of the 
  palisade.
  Within the palisade are the stockades, wherein any potential slaves are kept. Male and 
  female captives are kept seperately and the stockade for male captives is presently empty, 
  the slave ships having departed for Iraab about two months earlier. Both stockades are big 
  enough to contain up to forty captives in cramped and miserable conditions. There are 
  presently about a dozen females still being held. These are the women who were not 
  considered to be physically strong enough, or attractive enough, to be sold on the slave 
  blocks of Iraab. Their miserable future is to be the playthings of the garrison, until such 
  times as they are considered to have been worn out. At that time, their fate will be the 
  same as that of the male captives who do not make the cut for transportation into slavery. 
  They will be taken into the jungle, their throats cut and their bodies left for scavengers by 
  the cruel and callous Slavers of Zadj.
  The citadel, itself, is built of mud bricks and whitewashed against the heat of the sun. An 
  artiﬁcially raised platform of packed earth and rocks was constructed to provide a level 
  surface to build it on. This platform is approximately 15 feet high at the front of the citadel 
  reducing to just under two feet at the rear. 
  The roof of the citadel is ﬂat and is surrounded by mud brick crenellations. It is accessible 
  by a ﬂight of steps in the upper ﬂoor hallway. A small stone watchtower stands on the roof 
  with a cast iron brazier atop it. The small room in the watchtower contains dry wood and 
  oil. The beacon is to be lit if there is any danger to approaching ships.
  Three bowmen stand watch upon the roof of the citadel. The ﬁrst is atop the watchtower, 
  observing the seaward approaches for signs of ships. The other two watch the jungle.
  
  Locations 1,2 & 3
  Two of the three doors into the citadel are approached by wooden staircases, the upper 
  sections of which can be 'partially' dismantled by retreating defenders to uncover a 10 ft 
  deep pit and prevent access to the iron banded doors.  The lower sections of these 
  staircases can then be doused with oil and burned from windows on the upper ﬂoor, or 
  from the rooftop parapet. Each door has a single guard on duty at all times.
  The postern door is the weakest point, as the wooden steps there only rise to a height of 
  ﬁve feet. This heavily reinforced door is always locked and the passage beyond it leads 
  intruders into the guardrooms. A single warrior stands watch behind this door, observing 
  anyone who approaches through a spy hole.
  Location 4
  The passageways of the ground ﬂoor are ten feet wide and ten feet high. Little natural light 
  penetrates this area save for that which streams in through the open doors at locations 1 & 
  2. The deeper recesses of the citadel are gloomy, lit by brass lanterns that hang upon 
  brass hooks. At the far end of the passage, a shadowy staircase leads to the upper level of 
  the citadel.
  Location 5
  This is the kitchen and storeroom for the citadel. A pair of large stone ﬁreplaces and an 
  oven dominate one wall, used for cooking food for the garrison. During the daylight hours, 
  several slaves can be found, hard at work, in here and supervised by a rather bored 
  looking warrior who also guards the entrance to the store cellar and prison cells.
  A small ﬂight of steps leads beneath the artiﬁcial mound that the citadel sits upon to 
  several small chambers that function as storerooms and dungeon cells.
  Location 6
  This is the great hall of the citadel, where Hamzan Bashar meets with the Chiefs of the 
  Ajamu. It also acts as a feasting hall and a number of long tables and benches are hidden 
  behind an ornate drape that hangs from a balcony at the far end of the hall. A pair of 
  varnished wooden staircases lead to the upper ﬂoor, ﬁfteen feet above.
  The ﬂoor is strewn with carpets woven in the intricate patterns of Jairan and wall hangings 
  of Taikangian silks, all faded and threadbare with age. This room extends upward to roof of 
  the citadel and thirty feet above, hardwood crossbeams and bracers can be seen. As with 
  the hallways, brass lanterns hang from brass hooks upon the wall. Unlike them, the interior 
  of this room is brighter and airier. Windows, barred with bronze latticework and twenty 
  above the ﬂoor, allow natural light in from the outside.
  The hall also contains a slightly raised platform with three long couches. Marash Anshar, 
  Hamzan Bashar and his daughter lounge on these when receiving guests.  
  
  Location 7
  This dark and dingy room is the domicile for the household slaves that Hamzan Bashar 
  and Zulika Zadeh brought with them from Iraab. There are a score of slaves from a half 
  dozen different nations held within. The cots of the male and female slaves are separated 
  by a single drape that hangs from the ceiling, dividing the room in two. Relationships 
  between these slaves are forbidden by Hamzan Bashar and are punishable by castration 
  for the man and death by drowning for the woman.
  Despite this, these slaves are well treated when compared to those dragged to Fort Zariba 
  by the Ajamu. 
  Locations 8 & 9
  These two rooms are the barracks for forty of the warriors who make up the garrison of 
  Fort Zariba. Each room houses twenty men with their own cot and sea chest. There are 
  racks for swords, bows and armour as well as baskets of arrows. The sea chests contain 
  the warriors' personal belongings, but it should be noted that the slavers of Zadj are not 
  given to sentiment and the chests are mostly empty save for spare clothing and weapons.
  The rooms are dark but light does get in through the arrow slits that pierce the outer wall. 
  Otherwise, the rooms are lit by the same brass lanterns that are found elsewhere within 
  the citadel. 
  There are usually ten, off duty, soldiers in each of these rooms at any given time. They are 
  most likely unarmoured and gambling unless an alarm is raised.
  Location 10
  The upper ﬂoor hallways and landing. Like the lower ﬂoor, these are dimly lit by brass 
  lanterns and shadow haunted. Arrow slits are located above each doorway into the citadel 
  and a murder hole enables defenders to safely target those who would attack the doors. A 
  single warrior stands watch at the top of the main staircase and a further man stands 
  guard over each murderhole.
  The upstairs ﬂoors are wooden planks, strewn with mats and rugs.
  Location 11
  This is a wooden balcony, accessible from the great hall by means of a wooden stair. The 
  balcony is 15 feet above ground level and there are always a pair of archers stationed 
  here, if Hamzan Bashar is present.
  Location 12
  This is the barracks for a further ten men of the garrison. Like their fellows in the barracks 
  below, they are usually to be found unarmoured and gambling or carousing. Each man in 
  this dormitory also has a cot and a sea chest for personal belongings. There are four arrow 
  slits in the walls that provide some light.
  
  Location 13a-d
  These are small rooms, each of which contains a pair of unused cots and empty sea 
  chests. Although envisaged as extra sleeping accommodation, they presently function as 
  additional store rooms and places where the Zadjites can have privacy to take their 
  pleasure of the female slaves in the stockade. The Household slaves belonging to 
  Hamzan Bashar may not be interfered with by the soldiers and attempt to do so is an 
  offence, punishable by death.
  When the characters arrive these rooms will be cleared out for their use, much to the 
  annoyance of the guards.
  Location 14
  This is the room of Marash Anshar. Several arrow slits in the walls allow some light to 
  enter. It is little different to the rooms of the warriors of the garrison, except that the 
  Captain has a lot more room and a much more comfortable bed.
  Location 15
  This is the bedchamber of Zulika Zadeh. It is hung with silken drapes and faded rugs are 
  scattered about the ﬂoor. A large and comfortable four poster bed dominates the room. 
  Wooden frames with painted canvas stretched upon them hide boxes of clothing and 
  jewelry. Most of the jewelry is of the costume variety, gaudy and impressive, but virtually 
  worthless.
  The room also contains a smaller bed wherein sleeps her handmaiden, a small and 
  extremely pretty Taikangian named Teshwan, with black hair and the heavy lidded eyes 
  that are common to her folk.
  Location 16
  This room is the chamber of Hamzan Bashar. It is dominated by a large four poster bed 
  with drapes of faded red silk. Cushions and rugs are scattered haphazardly around the 
  ﬂoor and a large writing table with accomanying chair of dark stained wood is set against 
  one wall. Several leather bound ledgers sit upon the table, as do several feather quills and 
  clay ink pots.
  Hamzan Bashar's body servant can often be found here. The fellow is a Susrahnite named 
  Daru. He does not sleep in this chamber though and his cot is to be found with the other 
  household slave cots in Location 7.
  A hidden compartment under the bed contains a chest full of gold and silver coins for 
  payment of the guards.
  Hamzan has two favourites among the female slaves who remain in his room overnight 
  upon occasion. They are Nethra and Petra and they are both of Yar Ammonite noble stock.
  Location 17
  Accessible from the Kitchen above, this underground storage room has a roof height of 
  around six feet, meaning that tall characters will be disadvantaged in here and will have to 
  crouch. The room is currently ﬁlled with barrels, crates and sacks.
  A mother cat and her three kittens dwell herein and are used to keep vermin away from the 
  food stores.
  
  Location 18
  These too are extra sleeping spaces and used as storage, just like location 13. One of 
  these is currently the sleeping quarters for Bultungin, the Azimban.
  Location 19
  These are dungeon cells for those of the guard, or household slaves, who require 
  imprisonment for their transgressions. They are normally empty but have damp straw 
  strewn across their ﬂoors of packed earth. The doors are of heavy local hardwood and 
  they are locked only by means of a bronze deadbolt on the exterior.
  
  Bultungin -  Moon Cursed Azimban Warrior
  Bultungin is an Azimban warrior who went as part of a war band to put an end to Ikuna 
  raids on the eastern borders of the Kingdom. The expedition was a disaster. The Azimbans 
  split their forces and Bultungin's band was ambushed and slaughtered by the Ikunas. A 
  score or so of survivors, including Bultungin, watched in horror as the savage cannibals 
  murdered the wounded and devoured the corpses upon the ﬁeld of battle. 
  Only the arrival of the second regiment of Azimbans put an end to the grisly feast and the 
  Ikunas ﬂed, taking the remaining captives to be sacriﬁced on the altars of their dark gods.
  The Ikuna's Witchman held them captive in the JuJu hut for almost two weeks until the ﬁrst 
  night of the full moon, when he had cursed Bultunga and bound the spirit of a Hyena to his 
  body.
  Bultungin stands some six and a half feet in height with a rangy physique. His body is 
  covered with the scars of battle and he wears a loincloth that is actually the remains of a 
  pair of red silken breeches. He wields a wide bladed scimitar of Zadjite steel, which hangs 
  in a leather baldric from hs broad shoulders.
  His hair is prematurely grey and his face is creased by worry lines, adding ten years or 
  more to his actual age.
  In his hybrid hyena form, Bultungin is of similar height but more heavily muscled. His great 
  maw is ﬁlled with razor sharp fangs and his long forelimbs are tipped with vicious claws. 
  His spotted fur is ﬁlthy and matted with dried gore. His cry is the maniac cackling of the 
  insane.
  Bultungin wishes nothing more than to die, but he is a warrior and wants his death to be 
  worthwhile. He despises the Zadjite slave takers, although he remains stoic and 
  unreadable when in their presence.
  Strength).        21(17)     Combat Actions.      3            1-3.      Right Leg.   2/7
  Constitution).  18 (14)     Damage Mod.       +D6          4-6.     Left Leg.      2/7
  Size).              17            Improvement Mod. NA           7-9.    Abdomen.    2/9                         
  Intelligence).   10(7)       Movement.             8m        10-12.   Chest.         2/10
  Power).           11            Magic Points.         11          13-15.   Right Arm.   2/8
  Dexterity).       16(14)     Strike Rank.           13          16-18.   Left Arm.      2/8
  Charisma).      10           Hero Points.            3           19-20.   Head.           2/8
  Common Skills
  Athletics 66%, Brawn 80%, Evade 68%, Perception 60%, Persistence 54%, 
  Resilience 80%, Stealth 67%
  Advanced Skills
  Acrobatics 42%, Lang(Azimban) 74%, Lang(Zadjite)51%, Survival 63%, Track 56%
   
  Traits
  Damage Immunity(A Werehyena can only be damaged by weapons of Cold Iron)
  Nightsight
  Tough Hide (No Encumbrance penalty. Immune to mundane damage)
  Equipment
  Loincloth, Scimitar (in human form), loose ﬁtting robes. 2pt fur vs Iron Weapons and Fire in 
  hybrid form.
  
  Tactics
  Bultungin has little concern for his own safety and actively seeks his own death. He is not 
  suicidal however and will try to ensure that his death has meaning. He attacks 
  aggressively in both human and hybrid form.
  Weapon.   Size.   Reach.   Damage.    Ap/Hp.   Range.   Special
  Scimitar.       M.         M.       D8+D4.        6/8.          Na.        Bleed
  Bite.              S.          S.         2D6.           Na.           Na.          Na
  Claw.             S.         S.         2D6.            Na.           Na.         Na
  Combat Styles - Fangs and Fury (Bite, Claws) 70%
                              1H Sword.                               65%
  New Spell - Sorcery
  Moon Cursed
  Autonomous, Resist(Persistence)
  This is a dreadful spell of terrible power and effect, usable only by a High Priest of the cult 
  of Nwanga Zhaal and as such, it is beyond the scope of most Player Characters. 
  During the casting of the spell, an animalistic spirit is 'permanently' forced into the body of 
  the victim. The spell may be resisted by making an opposed roll of Persistence against the 
  High Priest's Grimoire roll to successfully cast it.
  Success means that the spell has no effect on it's victim. A failure means that the animal 
  spirit now shares and duels constantly for control of the host body. Under normal 
  circumstances, the victim remains in control but under the light of the full moon, the animal 
  spirit is at it's strongest and he or she will transform into a were beast. This were beast will 
  not simply be a large version of a natural animal, but a horriﬁc hybrid of man and beast.
  There are a number of variants of this spell and each adds, or subtracts, a number of 
  points from characteristics(per the GM's requirements). In the case of our Werehyena, the 
  victims Strength and Constitution increase by 4 points and the Dexterity by 2 points. 
  Intelligence is reduced to a standard animal cunning statistic of 7.
  The were beast is immune to most forms of physical damage. Fire, Silver(or, in the case of 
  our Werehyena, cold forged iron) and Sorcery will harm them, but all other attacks simply 
  bounce off their supernatural hides.
  The Werebeast is a living being and needs to breathe. As such, it remains susceptible to 
  drowning and asphyxiation.
  The transformation from man to werebeast takes four rounds in game time and this is 
  where the true horror of this curse takes form. If the were beast is slain in human form or 
  during this transitional phase, the animal spirit leaps to the body of the slayer and that 
  person must succeed at a Hard Persistence test or suffer the effects of the Moon Curse.
  Finally, once fully transformed, the were beast may sacriﬁce a Hero Point to regain 
  temporary control of it's body for a single round.
  
  Marash Anshar - Zadjite Slaver Captain
  Marash Anshar is the military commander of Fort Zariba. He is tall and rangy, darkly 
  handsome, with long black hair tied in a loose tail at the nape of his neck. He wears the 
  same black robes and red turban that his men wear, but his are of somewhat less dusty 
  and faded. He is unhappy that he is no longer the Lord of Fort Zariba, but he secretly 
  aspires to the hand of Zulika Zadeh in marriage and so he follows her father's orders 
  unquestioningly. Zulika Zadeh pays him scant heed for now, but Marash knows that she 
  must marry whom her father chooses and thus he acts like the son that Hamzan Bashar 
  never had.
  In reality, if anything were to happen to the Emir's Factotum, he would not think twice 
  about simply taking the girl for himself, whether she willed it or not. He is insanely jealous 
  and would think nothing of murdering a rival for Zulika Zadeh's affections. 
  Strength).      13               Combat Actions.        3            1-3.      Right Leg.  2/6
  Constitution). 14               Damage Mod.         +D2          4-6.     Left Leg.     2/6
  Size).             15               Improvement Mod.   +1           7-9.     Abdomen.   4/7                     
  Intelligence).  14               Movement.               6m        10-12.    Chest.        4/8
  Power).          12               Magic Points.           12         13-15.    Right Arm.  2/5
  Dexterity).      14               Strike Rank.           14( )        16-18.    Left Arm.    2/5
  Charisma).     13               Hero Points.              1          19-20.    Head.         0/6         
  Common Skills
  Athletics 52%, Brawn 39%, Culture(Zadjite) 59%, Evade 46%, 
  Inﬂuence 44%, Language(Zadjite) 73%, Lore(Zadj) 61%, Perception 59%, 
  Persistence 54%, Resilience 60%, Ride 57%, Stealth 47%
  Advanced Skills
  Gambling 39%, Language(Ikuna) 28%, Language(Susrahnite) 52%, Survival 47%
  Equipment
  Scimitar of Zadjite Steel, Shortbow and a quiver of 20 arrows, hard leather Vambraces and 
  Greaves, Scale Hauberk. 15 Gold coins and 33 Silver in a trunk in his quarters. 50 soldiers 
  of the garrison.
  Tactics
  Unlike most of his fellows, Marash Anshar has few qualms about engaging individual 
  opponents in hand to hand combat. He ﬁghts aggressively, relying on his Heroic ability of 
  Deﬂecting Parry and his superlative swordsmanship to protect himself. This 
  overconﬁdence may, one day, prove to be his undoing.
   
  Weapon.              Size.   Reach.   Damage.     Ap/Hp.   Range.     Special
  Scimitar.                 M.            M.      D8+D2         7/10.        na.           Bleed
  Short bow               L.             na.     D6+D2         4/4          80m.        Impale
  Combat Styles - Zadjite Slaver Captain (Scimitar, Shortbow) 90%
  Heroic Ability - Deﬂecting Parry
  
  Zulika Zadeh - Daughter of Hamzan Bashar
  The beautiful, ﬂirtatious and headstrong daughter of Hamzan Bashar, she is an only child 
  and her father gives in to her every wish. Zulika Zadeh is tall and lithe, olive skinned with 
  black hair that hangs in ringlets over her shoulders. Her gowns of diaphanous silk are 
  alluring and revealing, but not so much as to offend those of a more conservative nature. 
  She is rarely, if ever, seen unless festooned in her jewellery of gold and precious stones.
  Zulika Zadeh chafes at her enforced sojourn at Fort Zariba, but she is smart enough to 
  accept her father's reasons. She is bored and yearns for a rich foreign nobleman to take 
  her away, but in the meantime she ﬂirts outrageously with any man who takes her fancy. 
  Strength).       10               Combat Actions.         3         1-3.     Right Leg.   0/5
  Constitution).  12               Damage Mod.           Na        4-6.     Left Leg.     0/5
  Size).              13               Improvement Mod.   +1         7-9.     Abdomen.   0/6                      
  Intelligence).   14               Movement.               6m      10-12.   Chest.         0/7
  Power).           13               Magic Points.           13       13-15.   Right Arm.   0/5
  Dexterity).       13               Strike Rank.             14       16-18.   Left Arm.     0/5
  Charisma).      15               Hero Points.              1        19-20.   Head.         0/6
  Common Skills
  Athletics 35%, Culture(Zadjite) 75%, Dance 68%, Evade 45%, Evaluate 42%,
  Inﬂuence 40%, Insight 41%, Lore(Zadj) 65%, Perception 51%, Persistence 53% Resilience 
  37%, Sing 53%, Sleight 42%,  Stealth 41%
  Advanced Skills
  Courtesy 43%, Lang(Zadjite) 78%, Lang(Susrahnite) 58%, Oratory 36%, Seduction 51%
  Equipment - Alluring Gowns, Expensive Jewellry worth 50 Gold coins, Curved Dagger, 
  Taikangian Handmaiden, Costume Jewellry worth a total of 10 Gold Coins.
  Tactics - Zulika Zadeh is a fairly competent adversary. She is no man's victim and keeps a 
  curved dagger in an ornate sheath hidden 'neath the pillows of her bed. 
  Weapon.                Size.     Reach.    Damage.    Ap/Hp.      Range.       Special
  Curved Dagger.        S.            S.           D4+1          6/8.           Na.            Bleed
  Combat Styles - Dagger 64%
  
  Hamzan Bashar - The Emir's Factotum
  Hamzan Bashar arrived at Fort Zariba about a year earlier. He is the Emir's Factotum and 
  outranks Marash Anshar in all save military matters. He knows that Marash Anshar is 
  unhappy with this situation, but has noted the Captain's desire for his daughter and uses it 
  to keep him in line.
  Hamzan is in disgrace and his presence at Fort Zariba is a self inﬂicted exile. His family 
  were discovered to be involved in a plot against the Emir and have all have been executed 
  save his daughter and himself. It was by pure luck and the whim of the Emir that he too did 
  not face the headsman's sword. 'What cannot be seen is oft forgotten' is an old Zadjite 
  proverb and Hamzan Bashar decided that he would distance himself from Iraab before the 
  Emir changed his mind. In becoming Factotum at Fort Zariba he has put himself out of 
  sight and out of mind, as well as making himself useful.
  He is a plump and garishly dressed, scheming little man with a voracious appetite for food, 
  wine and women. His table manners are appalling. In short, he is typical of Zadjite 
  noblemen.
  Hamzan Bashar trades for slaves with a ﬁerce warrior tribe from the interior, the Ajamu. 
  They are the dominant people of the region, though their numbers of warriors are few in 
  comparison to the mighty hosts of the Kingdoms of Azimba and Shoma. Most of the 
  Slaves the Ajamu bring to Fort Zariba are captured from other, smaller, tribes that also 
  dwell in the interior such as the Bantubu, the Danandi and the Enyaro.
  Strength).       10               Combat Actions.       3            1-3.      Right Leg.    0/5
  Constitution).  12               Damage Mod.         na            4-6.     Left Leg.       0/5
  Size).              11               Improvement Mod.  +1            7-9.     Abdomen.     0/6                   
  Intelligence).   15               Movement.              6m         10-12.   Chest.           0/7
  Power).           13               Magic Points.          13           13-15.   Right Arm.    0/5
  Dexterity).       10               Strike Rank.            13( )        16-18.   Left Arm.      0/5
  Charisma).      13               Hero Points.             1            19-20.   Head.           0/6
  Common Skills
  Athletics 30%, Culture(Zadjite) 75%, Dance 50%, Evade 49%, Evaluate 68%, Inﬂuence 
  56%, Insight 40%, Lore(Zadj) 65%, Perception 42%, Persistence 50% Resilience 39%,
  Advanced Skills
  Commerce 66%, Courtesy 37%, Lang(Zadjite) 78%, Lang(Susrahnite) 58%, Oratory 37%
  Equipment
  Curved Dagger, garish silk robes, turban with Peacock feathers. 20,000 gold coins worth 
  of Steel trade goods. 30 Gold and 400 silver coins in a locked chest in his quarters. A 
  score of household slaves.
  Tactics
  Hamzan Bashar's sense of self preservation is strong. He is no coward, but he will 
  normally only enter combat if his daughter or he face immediate threat. He prefers to leave 
  the ﬁghting to Marash Anshar and his thugs.
  Weapon.                Size.      Reach.   Damage.    Ap/Hp.      Range.      Special
  Curved Dagger.        S.            S.           D4+1          6/8.           Na.            Bleed
  Combat Styles - Dagger 58%
  
  Yemoja Tribal Warriors
  The Yemoja are a tribe of ebony skinned ﬁsherfolk, who dwell in dozens of small villages 
  along the shores of the Eastern Ocean. These Coastal villages lie south of the great 
  swamp, which affords some protection from the cannibals of Ikunaland.
  While not particularly warlike, they can gather a substantial number of warriors armed with 
  clubs and spears with ﬁre hardened tips, as well as with copper knives and hatchets. Of all 
  the local tribes, they are the only ones with numbers enough to deal with the warlike Ajamu 
  of the interior as equals.
  They are, generally speaking, not as tall as other folk of the region, but are squat and quite 
  heavily muscled with broad shoulders. Both sexes wear their hair cropped short and 
  copper jewellery is highly prized as a mark of status.
  Their northern villages have recently fallen under the sway of Zadjite slavers who came 
  from the sea with swords of steel and built the Slaver Citadel of Fort Zariba with the blood, 
  sweat and toil of a thousand slaves.
  The Yemoja venerate both Nwanga Zhaal, the God in the Moon, who controls the tides 
  and Okunlay, the God of the Oceans(Okunlay is the Yemoja equivalent to Yammosh).
  During the three days of the Full Moon for the previous three months, Yemoja villagers 
  have been found murdered, clawed and partially devoured. Hideous, maniacal laughter 
  accompanied the murders and although Hamzah Bashar seeks to divert the blame to the 
  Amotekuni, the local chiefs know that it is the work of something much more terrible that 
  has come among them. They believe that Bultungin is an 'Orisha Ikoka' and are near 
  paralysed with superstitious dread of him.
  Strength).      14               Combat Actions.        2          1-3.     Right Leg.     0/6
  Constitution). 14               Damage Mod.         +D2        4-6.     Left Leg.       0/6
  Size).             12               Improvement Mod.   Na         7-9.     Abdomen.     0/7                     
  Intelligence).  10               Movement.                6m.    10-12.   Chest.           0/8
  Power).          10               Magic Points.            10.      13-15.   Right Arm.    0/5
  Dexterity).      13               Strike Rank.               12      16-18.   Left Arm.       0/5
  Charisma).     10               Hero Points.                0       19-20.   Head.            0/6
  Common Skills
  Athletics 45%, Brawn 43%, Evade 32%, Perception 44%, Persistence 24%, 
  Resilience 36%, Stealth 33%, Swim 46%
  Advanced Skills
  Boating 42%, Survival 44%
  Equipment
  Loincloth or tattered Zadjite style robes. Nothing of any real value save for an occasional 
  item of copper jewellery with a value of 1-4 Silver coins. A weapon from the list.
  Tactics
  The Yemoja are not a warrior race and their continued existence is due to strength in 
  numbers. They are brave enough ﬁghters, but their tactics are indicative of their lack of 
  martial prowess. They rely on overwhelming their foes in a hacking, stabbing and 
  bludgeoning swarm.
  
  Weapon.   Size.   Reach.   Damage.    Ap/Hp.   Range.     Special
  Club.             M.       S.          D4+D2.        4/4.        Na.      Stun Location
  Hatchet.        S.        S.          D6+D2.        3/6.        Na.           Bleed
  Spear.           M.        L.       D8+1+D2.       4/5.       20m.         Impale
  Knife.            S.         S.         D3+D2.         5/4.        Na.      Bleed, Impale
  Combat Styles - Yemoja Warrior(Thrown Spear, Club, Dagger, 1H Axe) 35%
  For Olufemi, add +10% to all skills, an Inﬂuence Skill at 40% and a Lang(Zadjite) Skill at 
  51%
  
  Amotekuni - Leopard Cultists
  While most of the Yemoja tribesfolk have submitted to Zadjite rule, there are still a small 
  number among them who chafe at the presence of the foreign devils. It is among these 
  that the Cult of Amotekun, the Great Leopard, ﬁnds willing recruits.
  They have gathered in numbers from up and down the coast and have been joined by 
  other Amotekuni Cultists from among the tribes of the interior. A fane has been 
  consecrated in the jungles to the west of the foreigners' fortress and the Amotekuni are 
  growing in strength. Soon they will be strong enough to drive the invaders out of their 
  lands.
  Strength).        14          Combat Actions.      3            1-3.      Right Leg.    0/6
  Constitution).   14          Damage Mod.       +D2          4-6.     Left Leg.       0/6
  Size).               12          Improvement Mod. Na           7-9.     Abdomen.     0/7                        
  Intelligence).    11          Movement.             6m        10-12.    Chest.           0/8
  Power).            12          Magic Points.         12         13-15.    Right Arm.    0/5
  Dexterity).        15          Strike Rank.           13         16-18.    Left Arm.       0/5
  Charisma).       10          Hero Points.            0          19-20.    Head.            0/6
  Common Skills
  Athletics 45%, Brawn 44%, Culture(Yemojan) 55%, Evade 46%%, 
  Language(Yemojan) 72%, Lore(Yemoja) 53%, Perception 43%, Persistence 40%, 
  Resilience 46%, Stealth 58%
  Advanced Skills
  Acrobatics 36%%, Lore(Amotekun) 60%, Lore(Nwanga Zhaal) 51%, Survival 48%,
  Track 49%
  Equipment
  Loincloth, Leopardskin cloak, wood and hide buckler and curved dagger or a pair of curved 
  daggers.
  Tactics
  The Cultists of Amotekun prefer to attack from ambush, utilising overwhelming force on 
  outnumbered enemies. If facing foes of equal or greater number they are likely to retreat 
  and wait for a better opportunity. They are assassins and murderers, killers in the night and 
  they favour dropping from overhanging tree branches onto unsuspecting opponents.
  Weapon.               Size.     Reach.     Damage.     Ap/Hp.     Range.       Special
  Buckler.                   M.           S.         D3+D2.         6/8.           Na.               Na
  Curved Dagger.        S.            S.       D4+1+D2        6/8.           Na.            Bleed
  Combat Styles - Cat's Claws (Buckler, Dagger, Twin Dagger) 60%
  
  Nightstalkers
  These are the priests of the Cult of Amotekun. They are bloodthirsty killers, clad in cloaks 
  and headresses made from the skins of Black Panthers to denote their status. It is said 
  that the most powerful among them have the sorcerous ability to assume the form of great 
  black panthers.
  Strength).        14           Combat Actions.       3          1-3.      Right Leg.   0/6
  Constitution).   16           Damage Mod.        +D2        4-6.     Left Leg.      0/6
  Size).               12           Improvement Mod.  +1         7-9.     Abdomen.    0/7                         
  Intelligence).    14           Movement.              6m      10-12.   Chest.          0/8
  Power).            16           Magic Points.           16      13-15.   Right Arm.    0/5
  Dexterity).        17           Strike Rank.             16      16-18.   Left Arm.       0/5
  Charisma).       13           Hero Points.             1        19-20.   Head.           0/6
  Common Skills
  Athletics 55%, Brawn 46%, Culture(Yemojan) 55%, Evade 60%, 
  Language(Yemojan) 72%, Lore(Yemoja) 53%, Perception 57%, Persistence 50%, 
  Resilience 56%, Stealth 74%
  Advanced Skills
  Acrobatics 48%, Lore(Amotekun) 66%, Lore(Nwanga Zhaal) 54%, Survival 55%,
  Track 56%
  Sorcerous Skills
  Manipulation 64%, Meditation 53%,
  Blood Moon Grimoire
  (Enhance Con, Enhance Str, Shapechange Human to Feline, Regenerate) 68%
  Equipment
  Pantherskin headdress and loincloth, bronze ﬁghting claws.
  Tactics
  The Cultists of Amotekun prefer to attack from ambush, utilising overwhelming force on 
  outnumbered enemies. If facing foes of equal or greater number they are likely to retreat 
  and wait for a better opportunity. They are assassins and murderers, killers in the night and 
  they favour dropping from overhanging tree branches onto unsuspecting opponents.
  Before combat they will attempt to cast Combined Sorcery Spells of Enhance Str and 
  Enhance Con of Magnitude 3 utilising 8 Magic Points.  This will boost their Damage Bonus 
  to D4 and add an additional Hit Point on each location. It will also increase their Combat 
  Skill percentages by 3% and their Resilience by 3%. The spell effect will last for 16 
  minutes.
  Weapon.               Size.     Reach.     Damage.     Ap/Hp.     Range.       Special
  Fighting Claws.        S.           S.           D4+D2.         3/5.           Na.            Bleed
  Combat Styles - Nightstalker (Fighting Claws) 70%
  
  Zadjite Slaver Guards
  Lean, mean and cruel of visage, these fellows wear dusty black desert robes over their 
  armour and rust-red turbans. Every third man carries a man-catcher stave while the 
  remainder are armed with short bows. These fellows are every bit as vicious as their 
  demeanour suggests. Their weapons are forged from Zadjite Steel.
  Strength).      12.           Combat Actions.       2.          1-3.       Right Leg.     2/5
  Constitution). 12.           Damage Mod.          na          4-6.       Left Leg.       2/5
  Size).             12.           Improvement Mod.  na.         7-9.       Abdomen.     3/6
  Intelligence).  11.           Magic Points.           12.       10-12.    Chest.            3/7
  Power).          12.           Movement.               8m.      13-15.    Right Arm.     2/4
  Dexterity).      13.           Strike Rank.            12(9)     16-18.     Left Arm.       2/4
  Charisma).     10.                                                        19-20.     Head.            0/5           
  Common Skills
  Athletics 35%, Brawn 34%, Culture(Zadjite) 55%, Evade 36%, Language(Zadjite) 72%.        
  Lore(Zadj) 53%, Perception 43%, Persistence 34%, Resilience 44%, Ride 51%, 
  Stealth 44%
  Advanced Skills
  Gambling 37%, Language(Ikuna) 22%, Language(Khazi) 34%, 
  Language(Yar Ammonite) 31%, Lore (Zariba) 40%, Lore (Cannibal Coast) 37%,
  Lore(Yar Ammon) 32%, Survival 42%, Track 34%
  Equipment
  Ring mail Hauberk, Hard Leather Greaves and Bracers, Cudgel or Man-catcher, Scimitar 
  of Zadjite Steel, Shortbow and 20 arrows. Each carries 4D6 Silver coins on their person.
  Tactics
  These men are bullies and cowards at heart. They only attack when they have the 
  advantage of numbers. If trying to subdue opponents, the slavers with the man catcher 
  staves will attempt to surround their quarry while the bowmen will feather any who look 
  likely to cause problems to their fellows. In mortal combat, they will seek advantage by 
  doubling up on an opponent whenever possible.
  Weapon.              Size.     Reach.     Damage.     Ap/Hp.     Range.     Special
  Mancatcher.           L.            VL.         D4.              4/10.          na.          Entangle
  Scimitar.                 M.            M.         D8.              7/10.           na.           Bleed
  Short bow               L.             na.        D6.              4/4             80m.        Impale
  Cudgel.                   M.             S.        D6.              4/4.              na.       Stun Location
  Combat Styles - Zadjite Slaver (Cudgel, Mancatcher, Scimitar, Shortbow) 60%
  For a Veteran Slaver, add +10% to all skills and an Inﬂuence Skill of 30%.
  
                                    Sample Player Controlled Character
                   Borgash (Lamuran Decadent/Sorceror)
  Strength).       12           Combat Actions.       3            1-3.     Right Leg.      0/5
  Constitution).  12           Damage Mod.         Na           4-6.     Left Leg.        0/5
  Size).              13           Improvement Mod.  +1           7-9.     Abdomen.      1/6                      
  Intelligence).   15           Movement.              6m        10-12.   Chest.            1/6
  Power).           15           Magic Points.          15         13-15.   Right Arm.      1/4
  Dexterity).       12           Strike Rank.          14(13)     16-18.   Left Arm.        1/4
  Charisma).      13           Hero Points.            3           19-20.   Head.             0/5
  Common Skills
  Athletics 34%, Brawn 24%, Culture(Lamuran) 65%, Dance 50%, Drive 27%, 
  Evade 29%, Evaluate 28%, First Aid 27%, Inﬂuence 26%, Insight 40%, Lore(Lamu) 65%, 
  Perception 55%, Persistence 50% Resilience 44%, Ride 27%, Sing 28%, Sleight 60%,  
  Stealth 42%, Swim 24%, Unarmed 24%
  Advanced Skills
  Courtesy 38%, Lang(Lamuran) 78%, Lang(Demonic) 63%, Lang(Susrahnite) 63%, 
  Mechanisms 47%, Seduction 43%, Survival 31%
  Sorcerous Skills
  Grimoire - The Tome of the Seven Hells (Damage Resistance, Glow, Holdfast, Wrack) 63%
  Manipulation 63%, Meditation 40%
  Equipment
  Faded noble quality clothing, Scimitar, Leather Hauberk and Vambraces. A pouch 
  containing 16 silver and 3 Gold coins.
  Weapon.   Size.   Reach.   Damage.    Ap/Hp.   Range.   Special
  Scimitar.      M.         M.            D8.          6/10.        Na.        Bleed
  Weapon Skills - 1H Sword 74%
  Borgash is the younger son of a Lamuran Lord and as such, he was expected to enter the 
  priesthood upon reaching adulthood. An existence of pious worship and harsh strictures 
  did not appeal to the young nobleman and he ran away from home in search of adventure. 
  In the mountain range of Kathpatuka which form a natural and near unassailable barrier 
  between the lands of Taraam and Vulav, he discovered an ancient ruin. His fellow looters 
  were slaughtered by the demonic guardian of the ruin, but Borgash managed to escape 
  with a musty old tome he had uncovered within.
  It was then that the years of education and training he had received from Master Kardash, 
  the old priest of Yot Kamoth, had paid dividends. Borgash quickly realised that, given time, 
  he could translate the glyphs within.
  For several years now, Borgash has been resident in the city of Ghazor, where he is 
  renowned and feared as a Sorceror of great power. He has recently dreamt of the demon 
  from the ruined tower and believes the dream to be a premonition of his impending death. 
  Attempting to avoid a horrible fate, he has signed on to accompany an ocean voyage to 
  parts unknown.
  He has not yet been corrupted, either physically or spiritually, by his use of dark magics.
  
                                     Sample Player Controlled Character
                Antippiya (Mazanian Barbarian/Mercenary)
  Strength).       13          Combat Actions.       3            1-3.      Right Leg.    0/6
  Constitution).  13          Damage Mod.        +D2          4-6.     Left Leg.       0/6
  Size).              14          Improvement Mod.  +1           7-9.     Abdomen.     0/7                        
  Intelligence).   11          Movement.              6m        10-12.   Chest.           4/8
  Power).           12          Magic Points.          12         13-15.   Right Arm.     0/5
  Dexterity).       14          Strike Rank.           13(12)    16-18.   Left Arm.       0/5
  Charisma).      15          Hero Points.             3          19-20.   Head.            0/6
  Common Skills
  Athletics 57%, Brawn 52%, Culture(Mazanian) 52%, Dance 29%, Drive 26%, 
  Evade 28%, Evaluate 30%, First Aid 25%, Inﬂuence 40%, Insight 33%, 
  Lore(Mazania) 52%, Perception 28%, Persistence 54%, Resilience 56%, Ride 31%, 
  Sing 27%, Sleight 29%, Stealth 55%, Swim 46%, Unarmed 27%
  Advanced Skills
  Lang(Mazanian) 76%, Lang(Susrahnite) 56%, Lang(Zadjite) 32%, 
  Lore(Khorani Isles) 32%, Shiphandling 24%, Survival 35%
  Equipment
  Linen shirt and Silken pantaloons. Corselet of Bronze scales. Elephant Axe, Falchion, 
  Shortbow and a Quiver of 20 arrows. Belt pouch containing 2 gold and 8 silver coins.
  Weapon.            Size.   Reach.   Damage.     Ap/Hp.   Range.   Special
  Elephant Axe         L.        L.        D10+1+D2.    4/10.       Na.    Bleed, Sunder
  Falchion                 M.       M.        D6+2+D2.     6/10.       Na.         Bleed
  Short bow               L.       Na.          D6+D2.       4/4.        80m.      Impale
  Weapon Skills - 2H Axe 77%, 1H Sword 67%, Bow 68%
  Antippiya is a statuesque copper skinned warrior maiden from the forbidden city of Boma-
  Ya in the dark jungles of Mazania. She left her homeland as part of an ambassadorial 
  delegation to the King of the Azimbani but on their journey home they fell foul of Zadjite 
  slavers.
  The only survivor, Antippiya was dragged off in chains and destined for servitude in the 
  ﬂeshpots of Iraab, but the slavers had not accounted for her indomitable spirit. She 
  escaped her captors and took up with a crew of Khorani pirates before ﬁnally making her 
  way to the port of Ghazor.
  In Ghazor she made the acquaintance of Natam Daar,a wealthy merchant and accepted 
  employment with him for a proposed voyage along the uncharted coasts that lie south of 
  Ikunaland.
  Antippiya goes bareheaded and wears a shirt of white linen beneath her corselet of bronze 
  scales. She wears wide silken pantaloons that end just below the knee and high sandals 
  that are strapped about her calves.
  
                                      Sample Player Controlled Character
                      Nehru Sin (Ghazorite Civilised/Sailor)
  Strength).       13               Combat Actions.       3         1-3.      Right Leg.    0/5
  Constitution).  12               Damage Mod.        +D2        4-6.     Left Leg.      0/5
  Size).              13               Improvement Mod.  Na         7-9.     Abdomen.    2/6                      
  Intelligence).   14               Movement.              6m      10-12.   Chest.          2/7
  Power).           12               Magic Points.          12       13-15.   Right Arm.    0/4
  Dexterity).       13               Strike Rank.           14(13)  16-18.   Left Arm.      0/4
  Charisma).      12               Hero Points.            3         19-20.   Head.           1/5
  Common Skills
  Athletics 56%, Brawn 46%, Culture(Ghazorite) 58%, Dance 25%, Drive 25%,
  Evade 46%, Evaluate 46%, First Aid 25%, Inﬂuence 53%, Insight 26%, 
  Lore(Ghazor) 63%, Perception 56%, Persistence 54%, Resilience 54%, Ride 25%,
  Sing 24%, Sleight  45% Stealth 57%, Swim 55%, Unarmed 26%
  Advanced Skills
  Boating 45%, Courtesy 46%, Lang(Susrahnite) 76%, Lang(Zadjite) 56%, 
  Lore(Sea Lanes of Xoth) 48%, Shiphandling 46%, Streetwise 54%
  Equipment
  Hard Leather Hauberk, Soft Leather Cap, Falchion. Belt Pouch with 1 Gold and 30 Silver 
  coins.
  Weapon.          Size.   Reach.   Damage.    Ap/Hp.   Range.   Special
  Falchion              M.       M.        D6+2+D2.     6/10.       Na.         Bleed
  Weapon Skills -1H Sword 76%(40)
  Nehru Sin is a Ghazorite born and bred. The sea is in his blood and he ﬁnds that he is 
  rarely more at home than he is when treading the decks of a ship. He has served both as 
  an able bodied seaman upon merchant vessels and as a black hearted plunderer upon the 
  Khorani raider, 'The Shark'. He currently acts as a spy in Ghazor for it's captain, Skorr 
  'Halfhand', seeking news of the departure of wealthy cargoes and their destinations.
  If the Merchant Princes of Ghazor were ever to discover his true identity, there is no doubt 
  that he would ﬁnd himself offered up by them as a sacriﬁce to Yammosh to ensure fair 
  winds and calm seas for their vessels.
  Curiosity has led him to join the crew of a ship named 'The Golden Prize'. She is bound for 
  parts unknown and Nehru Sin wants to ﬁnd out what her purpose is before reporting back 
  to his master.
  
                                     Sample Player Controlled Character 
                     Sargon Ashru (Susrahnite Civilised/Hunter)
  Strength).       14               Combat Actions.       3            1-3.      Right Leg.   2/6
  Constitution).  14               Damage Mod.       +D2.          4-6      Left Leg.      2/6
  Size).              12               Improvement Mod.  Na           7-9.     Abdomen.    3/7                    
  Intelligence).   12               Movement.              6m        10-12.   Chest.          3/7
  Power).           13               Magic Points.           13         13-15.   Right Arm.   1/5
  Dexterity).       13               Strike Rank.          13(10)      16-18.   Left Arm.     1/5
  Charisma).      10               Hero Points.             3           19-20.   Head.          0/6
  Common Skills
  Athletics 57%, Brawn 54%,Culture(Susrahnite) 74%, Dance 23%, Drive 26%, 
  Evade 36%, Evaluate 42%, First Aid 45%, Inﬂuence 40%, Insight 35%, Lore(Susrah) 84%, 
  Perception 60%, Persistence 56%, Resilience 58%, Ride 26%, Sing 23%, 
  Sleight 23%, Stealth 60%, Swim 38%, Unarmed 27%
  Advanced Skills
  Courtesy 42%, Craft(Bowyer) 45%, Craft(Fletcher) 45%, Lang(Susrahnite) 72%, 
  Lore(Animals) 44%
  Equipment
  Hauberk of Leather Scales, Hard Leather Greaves, Soft Leather Bracers, Susrahnite 
  Longbow with a Quiver containing 20 arrows,  Scimitar. Pouch containing 5 Gold and 12 
  Silver coins.
  Weapon.                         Size.   Reach.   Damage.   Ap/Hp.   Range.   Special
  Susrahnite Longbow.         H.        Na.     D8+1+D2.     4/8.       165m.     Impale
  Scimitar.                             M.        M.        D8+D2        6/10        Na.        Bleed
  Weapon Skills - 1H Sword 67%(30), Bow 76%(40)
  Sargon Ashru is the young and wealthy son of a Susrahnite nobleman from Belthaar. Ever 
  since he was a boy, Sargon had proved to be a gifted archer. At his father's estate, he 
  spent many hours and days in the company of the huntsmen, learning the skills necessary 
  to track, trap and survive in the wilds. Before he passed the rites of manhood, he single 
  handedly hunted down and killed a maneating leopard that was terrorising the local 
  villages, becoming a ﬁgure of reverence and awe among the local people thereafter.
  Since then he has hunted and killed just about every animal, predatory or otherwise, that is 
  to be found in the lands of Susrah. He has signed on and partially funded the voyage of 
  the Golden Prize because he yearns for new challenges. He longs to discover new and 
  unknown animals, observe them in their native habitats and of course, to hunt them and 
  bring back their pelts as trophies to Belthaar.
  
SOURCE: textdata/thevault/Conan RPGs/Other Sword & Sorcery/Xoth/the Children of Nwanga Zhaal Adventure.pdf