Introduction
Realm of Spirit and Shadow Β· Compendium Two Β· the source adventure
At a Glance
- What
- The framing of the sourcebook adventure β its premise, its people, and the region of Zorahoi
- Where it opens
- Port Mahari, largest village of the independent Serahet Isles
- The hook
- The Combine decrees the Serahets will join House Zorah; the Elders send emissaries to Toh'Zorah to negotiate
- The hidden hand
- Xan'Shal β shadow entities in stolen bodies β sabotage the peace to free their matron and loose Tu'ul, King of Slumber
- Mine it for
- NPCs, factions, and places to reuse when building our own adventures
Story Overview
The characters meet in the village of Port Mahari, drawn by a missive sent by Elder Jado Scarshell, the most senior of the Serahet leadership. Jado explains that he was shocked to receive an official Combine writ decreeing the once-independent Serahet Isles would soon fall under the jurisdiction of House Zorah. The writ, recalling the devastating Seeran War, expresses the Combine's desire to avoid similar hostilities, and entreats the Elders to send emissaries to Toh'Zorah to negotiate a peaceful transition. Jado also explains that the Adventurers have been chosen to entreat on the Elders' behalf. Moreover, he and the Elders wish to know why, after so many centuries, the Combine would suddenly show interest in a peaceful island chain of seemingly little significance.
Jado will help the Adventurers prepare for their journey as best he can, but there are a few other events he hopes they will look into before they embark. Since the writ arrived, Port Mahari has been plagued with strange events β disappearances, sabotage, and unprovoked animal attacks. These rarely, if ever, occurred before, and villagers are nervous that these are dark tidings for the future of the Serahets and House Zorah. Most recently, fires started at the docks crippled a number of ships. Until the investigation is complete, Port Master Darvan refuses to allow any departures.
Unknown to Jado and his allies, hired thugs are responsible for these nefarious acts, intended to prevent the emissaries from departing. The thugs are commanded by a group known as Xan'Shal, shadow entities masquerading as elite assassins-for-hire in stolen humanoid bodies. Rissin "the Eye" leads, followed by The Noose, Viletongue, Sama the Collector, Fel Shadeheart, and Ica the Silent. It is Ica who now leads the thugs in Port Mahari.
Xan'Shal works tirelessly to release their matron, Shar, from captivity. Their current endeavors find them manipulating Houses Sai and Katro β exploiting generations of resentment against the allied Houses Tahlama, Angalo, and Zorah. Should the Xan'Shal succeed, they hope to use the chaos of war to steal the Travelling Mirror from the impenetrable Tahlaman vaults, and use it to bring forth their patron, a powerful Nightwalker known as Tu'ul the King of Slumber. With Tu'ul free to conquer and enslave Jinjara, it will be a mere matter of time before Xan'Shal finds the key to opening Shar's prison.
Also working against the Adventurers are agents of House Sai and Katro β appointed diplomats seeking to derail the talks that would secure Zorah's peaceful expansion. For House Sai, Lady Sedra Sai, a devious merchant lord and commander of one of the Sai pirate armadas. For the Katro, Caer Bris, a man of unwholesome appetites who delights in blackmail, seduction, and a well-placed frame. The pair have insinuated themselves into the Zorahn political hierarchy. Aware of rich resources in the waters surrounding the Serahet Islands, they seek to control the region for their own gains β which would ultimately mean the exploitation of the people who live there.
Rooting out the Xan'Shal cabal and revealing proof of their entanglement with the Sai and Katro will ultimately secure the fortunes of the Serahet Islands β and save Jinjara from a most sinister presence.
Cast of Characters
Main Characters & Friends
Yazid. A halfling jeweler who works with stones and precious gems. A good close friend within the city, he frequently spends time exploring and enjoying the city with companions. By trade he specializes in shaping and setting stones and precious gems.
Suthrosu ("Suthro"). A male Earth Genasi craftsman who is blind β slate-grey skin, deep muddy hair, modest garments, a birch staff. Accompanied by Saba, a sight & guide dog (Rhodesian ridgeback/vizsla mix). A weaver by trade with remarkable abilities: he can feel differences between textiles and fibers, read thread patterns like Braille, and even cut a single fiber and taste it to tell colors apart by their dyes. In high demand for his skills, he provides a caring paternal energy β he once helped a young person being bullied in a side street.
Munder. A male halfling fighter with curly copper hair, large grey eyes, and a limp; wears banded mail and wields a hammer. Cautious and instinctive. He leads the Order of the Shield and Coin, a fighting group hired as protection for high-end shipments and dangerous expeditions. The Order is contracted by House Angalo as its primary patron, though it also protects glass shipments from Toh'Tahlama and merchant ships in pirate territories.
Vindia. A female human fighter in the Order of the Shield and Coin β straight red hair, amber eyes, a sharp nose; scale mail, mace and shield. She has a distinctive habit of compulsively playing with a gold coin.
Abel. A female halfling Druid with dirty-blonde hair and light brown eyes; leather armor, a spear. Described as "impossibly lucky."
Sabatorimi Flintstrike. An Ebon Kiza who serves as a competitive rival of similar age, part of a competing family.
Notable NPCs
Eved. A Pearl Kiza librarian at the great library β braided and woven white hair with silver clasps and tubes running along it, milky white eyes, well-made lightly embroidered flowing clothes. Keeps a silver cat named Aeren.
Urder. A Minotaur with a Brahman head and grey fur. Owns and operates The Hare's House, a grand half-timbered building with a slate roof and tiled mosaic floor, brightly lit by magical lights in thin agate sconces, along Brightlamp Road in the Knowledge Ward. It sits atop pillars allowing an open-air dining area that spills onto the street, with private rooms and dining areas above and the kitchen in the basement.
Hofni Kellison. A male dwarf tinker β short and well-built, thick white hair, blue eyes, simple clothing and a green cloak. Searching for his lost brother; he has helped mend and restore gear and tools and brainstorm gadgets for specific personal needs.
Elyn. A female Elf aristocrat/alchemist/herbalist β willowy, dark amber hair, green eyes, fine raiment, a sling of vials and potions. Keeps a miniature rock drake (pseudodragon) named Thelry.
Officials & Dignitaries
Liska Emberbrand. A hot-headed dwarven warcaster specializing in Evocation. She runs that school and teaches practical offensive magic to the armies of the Consortium. Part of the Council of Preceptors under Dral D'Vul, alongside Renkin Skybarrow and Nevira Jakar.
N'Tulu Fahndi. A wizened Kizan female and senior member of the Pearl Caste. In keeping with Kizan tradition she rarely voices opinions at council, preferring to counsel members in private. An exceptional seer, she takes only a few gifted pupils at a time, teaching them the ways of the spirits directly.
Golden Belle (Brei LaBelle). The High Captain of pirates (they/them, trans woman), real name Brei LaBelle. They reside in an undisclosed headquarters on the southernmost island in the chain, putting out contracts and leading the pirates. When confronting a target, pirates often say, "The Golden Belle rings for you!"
General Kaulen Amberheart. The Regent of House Angalo β stern but fair, thoughtful and deliberate, resolute once decided. As direct descendant of one of the Primarchs (founder of House Angalo and co-founder of Jinjara itself), he makes final policy decisions, advised by a board of Lieutenant Generals.
Other Characters
Umu Quickblade. A male Drow Inquisitive Rogue and one of the Golden Belle's lieutenants β stoic, with an ironic sense of humor. His nickname comes from his knife-dancing style and the two long curved slashing knives he carries. The Belle's main recruiter, with a soft spot for orphans (he was one himself); he escaped an orphanage in Toh'Zorah after witnessing the Soul Collectors' activities, and vows one day to stop them.
Alustria Jesahar. A mysterious blue-skinned tiefling sorcerer who hires adventurers to recover items and artifacts; also known as Archivist Sahtria ra Jaluse. Secretly she worships U'Rah, her ancestor, and wants to wake him to be granted his power. Once an Animist, she was cast out after trying to duplicate his experiments. She has built a fortune as a dealer of exotic potions β a cover for her true cult-like desires.
Elder Jado Scarshell. A tortle and former adventurer, leader of Port Mahari β a small but bustling island village on the isle of Mahari in the southern Serahets. (Also referred to in the text as Jadem T'ul / Jadem Seaspray.)
"Toto" (Tomasi Tousa). A corporal in a military patrol company who lost his leg to a sand worm. A talented budding tinker who studied briefly at the Academy of Tenai Kata before being sent back after a golem he built went berserk; he now apprentices in the Artificer's Guild.
Raeni (aka "Eclipse"). A female Swiftstride Ranger/Rogue and agent of the Red Whispers β 5'11", tan skin, gold eyes, black hair; a black leather bodysuit and laced knee-high boots. She carries a longbow named "Solitude," nearly two-thirds her height with bronze runic finials, and is accompanied by a small red-feathered hawk, Vesper. Fox-like and intelligent, with a small scar under her left eye.
Running the Adventure
To run the adventure you need the D&D fifth-edition core rulebooks (Player's Handbook, Dungeon Master's Guide, Monster Manual). The Monster Manual and Volo's Guide to Monsters contain stat blocks for most creatures here; new monsters are referenced in Appendix D. When a creature's name appears in bold, its stat block is in the Monster Manual; if a block appears in Appendix D, the text tells you so. Spells and equipment are in the Player's Handbook and the Jinjara sourcebook; magic items are in the DMG and the Jinjara sourcebook unless the text directs you to Appendix C.
Abbreviations
| Abbr. | Meaning | Abbr. | Meaning |
|---|---|---|---|
| hp | hit points | LG | Lawful good |
| AC | Armor Class | CG | Chaotic good |
| DC | Difficulty Class | NG | Neutral good |
| XP | experience points | LN | Lawful neutral |
| pp | platinum piece(s) | N | Neutral |
| gp | gold piece(s) | CN | Chaotic neutral |
| ep | electrum piece(s) | LE | Lawful evil |
| sp | silver piece(s) | CE | Chaotic evil |
| cp | copper piece(s) | NE | Neutral evil |
| NPC | nonplayer character |
Adventure Summary
The adventure is likely to play out as follows. The adventurers arrive in Port Mahari, the largest village in the Serahet Islands. After exploring the village (Chapter 1), they embark on one of three routes to Toh'Zorah (Chapter 2):
- Kartika to Ebb β the standard route, available after they solve the burning of the docks.
- Sooli to Zorah β the quickest route, available by special dispensation from Elder Jado Scarshell after completing all side quests.
- Tiracatra to Brightbank β the longest and most perilous, reached by locating Enno the Poacher, who ferries them in return for a favor. Enno is difficult to find.
Whatever the route, they encounter more Xan'Shal thugs along the way and must defeat Ica the Silent before reaching Toh'Zorah. On her defeat, Ica mentions "The Eye" before disappearing β though the adventurers don't yet know who that is.
Now aware of a mysterious new enemy, the characters disembark in Toh'Zorah (Chapter 3). They know only that hostile forces are at work in the Serahets involving "the Eye," which adds urgency to their diplomatic mission. Favor comes by doing favors: they complete side quests to garner enough support (or leverage) to reach their goals. Three characters know the direct connection between Xan'Shal, the Sai, and the Katro:
- Caer Bris, the Katro representative, deals directly with Xan'Shal and sends information to Rissin "the Eye" regularly.
- Mormi, Caer's personal attachΓ©, has overheard conversations between Ica and Caer and knows Caer keeps a secret vault β but not where.
- Dral D'Vul, a High Sage of the Academy of Tenai Kata, scryed on a meeting between Caer and Rissin, was discovered, and was poisoned by Viletongue β now in a coma, slowly dying, appearing to suffer a mysterious illness. No foul play is suspected.
Four more hold suspicions they might share: Lady Pia D'Vul (Dral's wife, who doubts the illness is natural), Lady Sedra Sai (suspicious of Caer's sudden fortunes), Toola Fairfeather (a Bazaar potions merchant who recalls Mormi buying a sleeping draught while accompanying Caer), and Sergeant Saverin of the local Gendarme (who's heard the criminal underground is avoiding its usual route through the Sluiceways). If the characters cannot locate Viletongue or wring a confession from Caer, the DM may enlist Tondo and Teni (street urchins), Caer's cat Numnom, Arcanist Suei D'Vala, seer N'Tulu Fahndi, residents of the collapsed villa, and Old Egby, a drunk at the Ragged Roustabout.
The trail leads to a confrontation with Viletongue and Caer, then north to Glimmerweave Village (Chapter 4) for clues to the Xan'Shal, whose lair lies beyond the Murder Fields β home to The Bird Woman, a hag terrorizing the village. Past the fields waits Sama the Collector, and then the entrance to the Xan'Shal Burrow, where the party meets Fel Shadeheart and The Noose before finding that Rissin has fled deeper underground. The pursuit (Chapter 5) runs through chambers of puzzles, traps, monsters, and wards; twice Rissin tries to end them. At last they meet in the pocket plane of Pinnacle, where a door to the Shadow realm stands open and Rissin waits for a final battle. Best case: Rissin is destroyed and the door closed. Worst case: the characters fail, and Rissin advances the Xan'Shal plot to subjugate Jinjara under the black hoof of Tu'ul the King of Slumber.
Advancement. You can slow advancement by withholding and "banking" XP until you're ready to level the party, or speed it by awarding XP for discoveries, goals, good roleplay, and surviving or avoiding traps β no more than a character would earn for defeating a monster of CR equal to their level (e.g. a fair ad-hoc award for a 2nd-level adventurer is 450 XP, a CR 2 kill), divided evenly. You may also forgo XP entirely and level to suit the campaign, using the suggested levels as a guide. Zorahoi is full of places, people, and adventures, so levels may run higher or lower than recommended; adjust side quests, random encounters, or difficulty to fit.
Starting the Adventure
The default starting location is a ship bound for Port Mahari in the independent Isles of Serahet. To begin, read or paraphrase the following:
Invite the players to explain why their characters are together, how long, and what they've been doing. If they don't know each other, they can meet at the home of Jadem T'ul.
The Elder's Summons
The party is greeted at the docks by Elder Jadem Seaspray. As a regional leader he has gold, supplies, and influence with local merchants and innkeepers, plus local knowledge and lore. Throughout the Serahets, mentioning Jadem earns hospitality, meals, information, and access to premium goods. When you're ready for the characters to disembark, read:
The elderly Tortle, Elder Jadem Seaspray, uses the Fighter stat block with these changes: he is neutral good and speaks Common, Jinjaran, and Aquan; his speed is 20 ft with a swimming speed of 25 ft.
On a Perception check of 13 or higher, the PCs notice parts of strange beasts, weapons, and relics that mark Jadem as a former adventurer. He answers limited questions about that life β confirming only that he once adventured and settled down to meet his responsibilities here, and seems content. At the DM's discretion he shares some of the following:
- He once battled and defeated a Banderhobb in single combat β swallowed whole, he cut his way out and took the creature's head. (A large frog-like head is mounted on the wall behind him; he gestures to it smugly.)
- Local children bring him candy and call him "Old Shell." It's cheeky, but he likes it; in exchange he tells them stories of times long past β usually tall tales.
- Though alone, he views everyone on the island as his children. All he wishes is to protect them.
To the honorable people of the Isles of Serahet:
In their wisdom, and with the Spirits guiding them, the Houses of the Grand Combine hereby see fit to decree the joining of the Isles of Serahet to the great House Zorah. To ease the passage of this moment, and to honor the citizenry of the Serahets, the Combine hereby requests the Elder Council of the Isles send forth emissaries to negotiate the peaceful transition of two bodies into one. A summit shall take place at the time of the twin moons' rise. The Combine and House Zorah humbly request your emissaries arrive before the appointed day at the Academy of Tenai Kata.
It is with the utmost respect and greatest assurances for peace and prosperity that the honorable Houses of the Grand Combine declare this momentous action. The House of Enlightenment, those of the Zorahn line and the Academy of Tenai Kata, extend their arms in open welcome. The Serahets shall be joyously welcomed among their number. Be glad! For to be part of the whole is to enrich all who walk the realm. Twenty days from the summit hence, the Serahets and Zorah shall be one, of the region known as Zorahoi, the Isles of the Sages.
Thusly decreed upon the setting of the first spring moon, among the halls of our ancestors, of Toh Tahlama, the heart of our people.
[signed by five of the eight Elders of the Grand Combine]
Roleplaying Jado Scarshell. Jado explains his message and makes his request in a good-spirited but elderly voice, paraphrasing:
- "I am but one elder of many who rule these islands. Some others believe we are to be subjugated and prepare a resistance. I have seen my days of war, and do not wish more of it to befall our people."
- "The Serahets are to become the dominion of House Zorah. They have been good neighbors since their formation. I do not believe they bear us ill will β yet we have been free of the Combine for centuries. This turn of countenance is out of character."
- "Since this came to light, we have had many troubles β fires, thefts, vandalism, abductions. Some fear the Zorah mean to intimidate us, but to what end? No, I think there are other forces at work, those who do not wish a peaceful resolution. But I know not to what end..."
- "Before your journey to Toh'Zorah, I would ask you speak to the people of this village, understand their troubles, then bring their message to the Zorah. Whether the great house aids us β or not β that shall be a revelation in itself, and we will know how to act."
- "Toh'Zorah is a great city, though small in comparison to others β a place of scholarship. When you arrive, seek out Sage Dral D'Vul. He is to hear your case on our behalf, though I know little of him."
- "The islands of Zorahoi are many β dense jungle, desert, and mountains. All manner of beasts, goblins, orcs, gnolls and pirates roam land and sea, not to mention deadly plant life, insects, discontented spirits, and who knows what else."
- "I have assembled what knowledge I have into a journal. It may help guide you. I have many contacts within the Serahets β find them and they will aid you." (DM: provide the regional map and Jadem's contacts, found in the journal β see the Player Handouts.)
- "When you are ready to leave, find me and I will see you off with some additional supplies."
Jadem worries mere emissaries may not be up to the task, but has little choice but to place his hope in them. He does not mention that many incidents have targeted the island's best warriors β seemingly assassination attempts β nor that this is not the first group of emissaries he has sent (the previous group disappeared mid-voyage). He fears that if this group fails, Zorah will lose patience and force the incorporation, and that the rest of the Serahet council may not wait; his influence bought some time, but he cannot forever forestall a conflict.
Treasure. Jadem promises each character a rare magical item from his collection, delivered on their successful return. (At the adventure's end each player may choose an appropriate item, subject to DM approval.) If the characters ask for coin up front, Jadem gives 100 gp for incidentals (Persuasion DC 12).
Player's Map of Port Mahari. Give the players Jadem's map of Port Mahari (handout 1, Appendix E). Jadem encourages them to explore the village while he gathers supplies.
Fire at the Docks. As the adventurers leave Jadem's home, dark plumes of heavy smoke rise from the docks. Running back, they find several boats engulfed in flame β including the Mistdancer. Continue with "Mayhem at the Docks" in Chapter 1.
Welcome to Zorahoi
Aside from the regions of Tohsa and Jahdr, Zorahoi is the third most populous region in Jinjara. Comprising thousands of islands β from the size of a small merchant barge to almost 70 leagues across β the twin island chains are full of mystery and adventure. Atolls brimming with sea life, jungle paradises, parched deserts, and soaring mountains spring from the Coral Sea, where shipping and fishing drive much of the region's prosperity. On the large island of Fal Jahsi to the northwest, the grand city of Toh'Zorah, seat of House Zorah, rises from gleaming marble cliffs β a monument to academics, commerce, and diplomacy.
Traditionally, Zorahn influence extended only to Andij and Senti Sami, then east to Toi'Samai and the isles of the Samai Reef. But by decree of the Grand Combine, the southern independent Isles of Serahet will be incorporated. The Serahets run north to south, from the town of Sooli on Ama to Pediri Sei on the little island of Unguala. This has always been a land of dueling identities, though never in direct opposition to the Combine: where Zorahns value knowledge and insight, Serahetis value freedom and an open mind. Since Zorah's rise there has been an easy agreement between the two β until now, as tensions rise. Stoking them are daily threats of storms, dangerous insects and plants, hungry birds and beasts, and malfeasant spirits whose actions could violate the Pact. The Wild Tribes β dangerous post-Seeran War colonies β inhabit certain isles and attack trespassers on sight, and the pirate clans of the Golden Chain now run regular routes through the Samai Reef, raiding merchant ships near the Serahets.
[Map in source: the Zorahoi regional plate β external image, not imported.]
Weather
Zorahoi is warm year-round, averaging 85°F by day. Seaborne currents are erratic, causing quick changes: small localized squalls break out over open water, and larger storms gather to threaten the southern islands. Visibility in a storm is limited to 50 yards β beyond that, only Huge or larger objects can be seen β and missile ranges are halved.
- Tropical storm (5%/day). Deluges of rain, lightning, heavy wind. Characters who travel gain 1 level of exhaustion, and must make a DC 10 Constitution check or gain another each hour exposed.
- Hurricane (1%/day). Widespread damage. Roll 1d12 for the number of hours it lasts. Creatures without shelter take 2d6 bludgeoning per hour; structures and ships take 3d10 per hour unless magically warded. Travelers take this damage, have disadvantage on the Con checks to avoid exhaustion, and move at half speed.
- Storm days. Survival checks to find your way are made with disadvantage.
- Perfect Day. All characters gain advantage on Survival checks to navigate or avoid getting lost, and are granted 1d8 Inspiration dice.
At the start of each day in the Serahet Isles or the Golden Chain, roll 1d100 and consult the weather table. (Sailing: with a breeze, ships gain 1d20 movement going with the wind, or halve it against; when calm, normal speed; on a Perfect Day, +1d20 in all directions; in hurricane or stormy weather, half speed.)
[Weather table in source β not captured as structured data.]
The People of Zorahoi
Zorahoi is nearly as diverse as the whole of Jinjara. Most ancestries and lineages call it home; several appear in greater number thanks to House Zorah's sponsorship of the academic and arcane arts β Half-Elves, Gnomes, Tabaxi, Humans, and Dwarves often make the pilgrimage to Toh'Zorah. All are welcomed warmly: with the exception of the pirates and the Wild Clans, any who mean to leave peacefully and harbor an interest in knowledge are granted the protection of the Zorah. To the south stretch the Serahet Isles, soon to be incorporated; to the southeast, the territories of the Wild Tribes in the Samai Reef and the pirate clans of the Golden Chain. A group of rogue Soul Collectors has also taken up residence in the Samai Reef, seeking the might of a powerful spirit β their presence unknown to the larger population, though it has unsettled the region's spirits. North of Toh'Zorah, a hag has seized much of the plains known as the Murder Fields; the villagers' resistance has cost them heavily, and only now do they send for aid. Pirates whisper of a strange, massive sea creature drifting slowly north on the currents. And everywhere, the islands are overrun by beasts, rogue spirits and undead, awakened plants, and the occasional wyvern brood.
Zorahns. The people of Toh'Zorah have built a thriving hub of education, magical knowledge, technological innovation, and mercantilism, with trade routes through all Zorahoi and robust trade with Toh'Tahlama and Toh'Angalo. The Council of Tenai Kata oversees city and academy alike β drawn from the school but also merchant lords, chosen representatives, and advisors from other houses. Long reputed for wise leadership, the council has lately appeared fractured, often in disagreement and unable to find common ground, sending unease through the city. Zorahns dress in light, brightly patterned clothing and trade in textiles, spices, herbs, potions, books and scrolls, fish and produce, pearls, and rare woods. Many are multilingual and also speak Jinjaran, the common tongue. The Zorahn Gendarme wear long protective jerkins and helmets of laminated tanned hide from giant scaled lizards, with cured blackwood shields that let them wield their long spears with ease.
Serahetis. A jovial, hard-working people who make their living on ships β fishing, trading, and exploring the isles; scarcely any among them cannot steer a boat by age five. They prize freedom and deep family ties. Despite the stormy seas, they have colonized many islands, each with villages and thriving economies overseen by a council of elders. They dress like Zorahns but in simple neutral colors and wider-weave fabric of reed and sea-grass fiber, and trade along shared routes for finer goods. The Gendarme has no presence here; the council keeps peace, settling disputes with contests of skill on the water β boat races or pearl-diving challenges. Death by another Seraheti's hand is very uncommon, and crimes like theft bring shame on whole families; the worst offenders are exiled across the stormy expanse to the Golden Chain, where they often become pirates if they survive the voyage.
The Pirate Clans. The Golden Chain is home to over a dozen independent pirate clans β some in loose alliance, others at constant war, with pillaging common between them. Yet as a whole they raid the shores of the Samai Reef, Zorahoi, and the upper Serahets with great efficiency. An amalgamation of exiles and criminals, anarchist ex-Seerans, and exiled Serahetis, they all answer to the self-styled Golden Belle, the pirate queen. Not truly a queen or even a captain, the Belle heads the black market and every trading post along the Golden Chain; everything bought, sold, fenced, or smuggled runs through the markets at Toi Samai on Kan'Kah, which take a cut of all profit β making the Belle the wealthiest and most powerful pirate in the Chain. Her hideout and true identity are mysteries even among pirates; she is thought a woman only because she seals letters with a red, rouged kiss to those she means to have assassinated or banned from the markets (much the same thing). Pirates curse each other with "May the Belle ring for you!" In truth she was born Brei LaBelle, a merchant's child captured in a raid; now living as a transgender woman, she is Brea LaBelle β a name she uses only with her three closest attendants: Captain Raddick Sheeve (her lover), Toma Nago (her enforcer), and Umu Quickblade (her fence and assassin).
Wild Tribes. After the Seeran War, deep divisions formed among the Seerans. Most, seeing how devastating the war had been, sought a lasting peace within the societal structure; a small contingent found this an unacceptable betrayal. They first fought from within the Seerans β assassinations and schemes to prevent the joining with the Combine β until routed out and exiled. Undeterred, they settled the unpopulated isles of the Samai Reef, eschewing all other society and nearly vanishing from notice. Since Toh'Zorah's founding they have turned aggressive again, raiding and building war camps in areas they once avoided; with the Zorah acquisition looming, they have mobilized hunters and assassins and forged a tense alliance with several pirate clans to disrupt the joining.
Soul Collectors. Their presence in the Samai Reef is secret even from the Wild Tribes. An evil group of priests who have disavowed House Unaia, they seek to disrupt the Pact β believing that in doing so they will convert mortal life on Jinjara to the immortal life of spirits, that they alone will survive, and that they will harness the spiritual energy to walk the Planes at will. They are influenced by Sama the Collector. Their leader, Exyl Char, once a High Priest of House Unaia and believed dead after vanishing at sea, leads twisted Animists and Warlocks delving into forbidden Necromancy. They are responsible for scores of missing people in Toh'Zorah and nearby cities β sacrificed and their souls trapped for summoning rituals, or turned into thralls. Some thralls run facilities to lure victims: the Tenderleaf Orphanage in Toh'Zorah, the Muddied Mare tavern in Annais, Elem's Ruddy Coppers pawnshop in Ebb, and Wildheart's Butchery & Provisions in Brightbank. Their activity has upset the spirit realm, making wild spirits aggressive where they would normally be calm.