According to legend, when the ancients shaped Creation, they set the asmani to hold up the corners of the sky. When the Contagion came and Fair Folk poured over the world’s rim in an unstoppable tide, the Wyld swallowed the asmani. Warped and reshaped almost beyond recog- nition, they wander as vast protean colossi through the shallows of chaos. Wyld: 8 dice; Long Memory: 9 dice; Read Intentions: 9 dice; Resist Disease/Poison: 12 dice; Senses: 12 dice; Social Influence: 12 dice; Writing: 6 dice Appearance 4, Resolve 5, Guile 3 Zicnal appears as a titanic man fifty feet high. His three faces are white-haired and bushy-bearded; his many hands hold parchment and brush, plumb line and mea- suring cord, scepter and sword. Where his kin remain in deepest Wyld, meandering mindlessly or making war against things of chaos, Zicnal dwells upon an is- land of stability beyond world’s edge. There he rules the demented city of Marakanda, home to ten thousand mutated mortals and an endless variety of inscrutable goblin-things. OTHer asManI Zicnal’s traits are representative of asmani in general, although the Wyld’s warping power has granted others far different mutations, Charms, panoplies, or domains. The twelve-armed asman Sanek, for instance, lacks Zicnal’s three faces. Instead, she has the lower body of an immense scarlet worm, her underbelly lined with faces, and wears an armored raiment woven from honeybees. She wanders the Wyld as a penitent, hoping to reclaim for- mer glory through deeds of what she perceives as virtue.