For Khunchomers it is Dar-Marustani, for most outsiders a completely foreign and crazy world - but for its Marascan inhabitants the neighborhood of As'Tuzak has become their home during the time of exile. Order was kept here for many years by the eastern tetrarch Keïderan-Dajin and his guards. But the tetrarch has died, and unrest has gripped the neighborhood. Two candidates are competing for the succession of the deceased, and no one can foresee how this conflict will end.
Of course, various power groups are also interested in the future of the Maraskan community, and some may not be satisfied with the role of observer. I wonder if someone is up to no good here. How good it is that Rur has created the world beautiful and perfect, it means that the paths of the heroes lead to As'Tuzak just at this time. Here, in the maelstrom of events, they can make a landmark decision. To do so, however, they must first
But in order to do so, they must first find out who really poses a threat to the Maraskan community in the bubbling rumor mill of the quarter - not easy when you may soon become part of the omnipresent Kladj yourself.
Adventure keywords: Maraskan neighborhood in times of upheaval, a threatening assassination attempt, and a shady ally.
Genre: Investigative and intrigue adventure
Requirements: Willingness to help, intuition, open-mindedness towards Maraskans
Location: Khunchom, Maraskan Quarter
Time: Travia 1038 BF
Complexity (Player / Master): medium to high / medium to high
Experience level of heroes: experienced to competent
Requirements:
Combat Talents XXXO
Nature talents XOOO
Social talents XXXX
Living History XXXO
All you need to play is the Black Eye rulebook and the Aventurian Almanac, all other information to experience the adventure like value boxes, maps and plans as well as handouts are included in the volume.