recursal/Fanatic-Fandom huggingface dataset:
Zat-Ylorackh

Zat-Ylorackh was a great and powerful fortress-city built in Tamaluk during the second age. It would eventually come to be a rival power to the city of Seraphis, but would fall into ruin under the cruel rulership of Califess Hulotala, a sorceress and necromancer who reduced the citizens of the citadel to legions of mindless undead servants.

When the arts of magic were introduced to the solfar who ruled the desert kingdoms during the Second Era, several califzar fell into the temptations of the profane paths. These old kings, seeking ultimate power within a strictly matriarchal society, rallied behind the banners of Hulotala, who led them to build cults to their own honour within their sandstone keeps. Enacting blasphemous rites forbidden by the ancient trolls, the fey raised their servants from their tombs and rendered them slaves even in death.

The holds of these fallen rulers were eventually brought beneath the sands by the armies of Seraphis itself, who enlisted the aid of verethran dragons and legions of ameret cleansers in their march against the unliving cities. This crusade would cleanse the stain of forbidden magic from the solfar homeland. When it became clear that their undead puppets could no longer hold back the blades and ritual magics of the righteous, many of the evil califzar sealed themselves in great stone catacombs, commanding their broken worshippers to commit ritual mass suicide in order that dark forces make their masters koschei.

it is thought that the kings of old still slumber within their sarcophagi, wrapped in the mouldering wrappings which held etched upon them the tartarian symbols that granted the sorcerers eternal life. beneath the shifting sands of the endless desert, the ancient stone cities still lie, untouched for countless cycles. It is best that they remain undisturbed.
The Dreamlands

The Dreamlands are a seemingly infinite realm of fantasy, imagination and spirit, held to be the substance and body of the Primordial Duroon itself. The relationship between the Dreamlands and the physical realms of Thaelis-Y'Aada is contested between theological schools, but it is known with certainty that the two dimensions are closely inextricably linked. The Dreamlands are also called the Astral Plane, as it is known that these fantastic fields are where the dreaming minds of mortals and gods coincide.

The Dreamlands are the home of spirits, and contain within them the influences of all planes, both higher and lower. The easiest way to access other planes of existence for mortals is to travel to them while dreaming, where conversation with entities living there can be achieved with little threat to the sleeping body in the physical plane. To actually project oneself fully into the Dreamlands, requires the application of advanced magic. The Dreamlands are thought to be truly timeless, but were, so say the greatest of the world's dream scholars, largely inaccessible during the Age of the Ancient Ones, a fact which some believe may have led to their eventual downfall.

### **Terrain**

The Dreamlands, quite alien in their properties to those of the waking world, are fluid and everchanging in their topography. Since the landscapes here are the collective formations of every conscious mind of mortal, spirit and god, they are in a constant state of material flux as sleepers' subjective dreams shift, minds awake from slumber and others lapse into it. Areas may closely resemble replicas of locations within the physical plane, but blend into areas completely unknown to Thaelis-Y'Aada. Solid earth may suddenly give way to great gulfs of astral cloud, meadows of fire or abysms of black chaos. The realms of divinities and great cities built by giants and other great spirits exist here, and are fully tangible to those who tread the dream in sleep or through projection of their consciousness.

### **Inhabitants**

The Dreamlands are populated by every manner of creature the imaginations of men, gods and Primordials can conceive of. Species utterly void of presence in the physical world exist here in abundance, and their biology is completely unfathomable to observers. All manner of spirits dwell here in material form, and can be touched normally by dreamers. The gods and their servants roam the landscape, working their politics across the changing landscapes through inscrutable means. Many great sorcerers and magi also retain rulership and holdings within some astral lands.
Dream Walker

Dream Walker is the fourth book of the Blood Moon series, and sixth chronologically speaking. it follows the journeys of Ottakai, an exiled shaman and Vasilisa, a tormented sculptress as they search for significance in the astral planes.

## **The Big Picture**

### **The Protectorate**

**The Protectorate have almost entirely erased trolls and magi form their southern lands, and upon Ottakai's arrival they try to hunt him down, believing him to be a half-demon caliban. Bishop Akoman seeks the glory and reputation of having captured such a being, so that his upcoming power play will be seen as legitimate.**

### **House Aiataar**

**House Aiataar infiltrates Seraphis not via talfar representatives (who are not permitted within the sacred walls) but through vampires who seek to replace and induct prominent people of financial and political power. They seek to scope out the city's weaknesses and prepare to assassinate the Califess.**

### **Warlocks**

**Having failed to prevent Oblivion's text from falling into the hands of Order, Vaeliang and her servants now seek to prevent its comprehension. Fortunately, tartarian is a language that can only be understood by those filled with malice. There is one exception to this rule, however - the sirrush of Aia-Goah possess minds which process emotions differently from warm-bloods, and can read the Dark Speech at will.**

### **The Pirates**

**Dru'Wan's agents seek to hunt down and destroy Ottakai before he can reach Maurduhr.**

## **Part One**

### **Arc One**

* **Introduce the world and tone of the story**
* **Introduce main character** **with an entrance**
* **Foreshadow the moral change - the character's flaw**
* **Introduce the other major players**
* **Plan other props/skills of the character through their backstory**

### **Arc Two**

* **The character resists their call to action**

### **Arc Three**

* **The first half-hearted attempt at action is shot down**

### **Arc Four**

* **The second, genuine attempt to overcome adversity also fails**
* **The character's flaw gets in their way**
* **There is a strong hint at the character's need to change**

### **Arc Five**

* **Confrontation with the need to change in order to eventually succeed**
* **The character's eyes are opened to reality - that they must "change or die"**
* **The character retreats to lick their wounds**

**Chapter XXVII (Ottakai):** Ottakai and his witch companion witness a flesh golem monstrosity combing the Sandorian countryside in search of magi.

### **Arc Six**

* **Creation of a new plan of action**
* **Now the character is prepared to take a different approach**
* **Resolve to change for the betterment of the self and of the world**

### **Arc Seven**

* **The character puts their final plan into action**
* **The character is almost destroyed in some manner in the process**
* **The tables are turned on the adversary/antagonistic element**

### **Arc Eight**

* **The adversary has one last opportunity to defeat the character somehow**
* **The character fully triumphs and the world is bettered**
* **BUT leave some form of a cliff-hanger to set up the next book in the series**
Seeker

"Seeker" is one of the 33 archetypes within the Disposition system. A Seeker shows defiance towards social norms and laws, which they believe will prevent them from telling the perceived truth with honesty and integrity.

## **General Overview**

### **Society**

They tend to view all laws and regulations as unneeded mechanisms of control rather than protection.

## **Alignment Reference**

The Seeker archetype corresponds with a Chaotic Neutral alignment with a Good tendency within the Nine-Point Alignment System.
Reaver

"Reaver" is one of the 33 archetypes within the Disposition system. A Reaver is motivated to act upon consuming emotions that push them to relentlessly inflict pain, misery and destruction.

## **General Overview**

The Reaver does whatever his hatred and lust for destruction drive him to do. He is arbitrarily violent and committed to the spread of misery and chaos.

### **Moral Outlook**

The Reaver represents the destruction not only of beauty and life but also of the order on which they depend.The major precepts of the Reaver are randomness and woe.

Possessed by a toxic desire for vengeance upon the world, he murders, despoils and terrorises any he comes across.

Driven from within by strong poisonous and unpredictable emotions.

Reavers revel in their notoriety and the fear and suffering they cause to others and to society at large.

Reavers are driven by a rage so consuming that it can never be satisfied.

For some, this rage is birthed from a truly horrific past - perhaps one in which they suffered at the hands of another evil being.

In other cases, it is caused by disgust or despair ignited after witnessing too much depravity.

Perhaps a sense of thwarted entitlement boils over into murderous fury.

The Reaver is the bane of all that is honourable and good.

Out-of-control, animalistic butchers and spree murderers.

He lives to destroy the innocent and virtuous.

He is unable to conceal his true nature for long and is prone to frenzies of extreme violence and cruelty.

### **Society**

Typically, the Reaver can be made to co-operate only through force. Any self-appointed superior must constantly prevent attempts to murder him.

He believes all others to be threats that must be eliminated.

## **Presentation**

### **Alignment Reference**

The Reaver archetype corresponds with a strongly Chaotic and strongly Evil alignment within the Nine-Point Alignment System.
Wight

## Skills and Sparks

### Skill Grades

Acrobatics 9, Artist 2, Athletics 12 (Running 18), Barber 2, Bowyer 3, Carpenter 2, Conditioning 12 (Health Gauge 24), Culinary 1, Farmer 2, Handle Animal 2, Hand-to-Hand 11 (Strike 22), Insight 11, Intimidate 13 (Humans 19), Leatherworker 2, Marksman 2, Mechanic 1, Meditation 10, Occult 10 (Aberration Lore 15, Qlippothic Lore 15), Outdoorsman 11, Perception 12 (Smell 18), Speak Language 1 (Mannish, Tartarian), Stealth 12, Theology 3

## Sparks and Cinders

### Feats

Combat Status 7Accelerated Cower, Blind Fighter, Charging Attack, Conditioning (Health Gauge x2), Critical Charge, Deadly Charge, Evade (Dodge x2), Faster Cower, Weapon Speciality: Hand-to-Hand (Strike x2)

### Talents

Talent Status 3Skill Specialities: Athletics (Running), Intimidate (Human), Occult (Aberration Lore, Qlippothic Lore), Perception (Smell)

## Traits

### Deity

Oblivion

The wight is a horrendous form of aberration created by the warlock spell "Core of Annihilation", which sucks the souls forcibly from the body of a living humanoid and replaces it with the dread silence of the Void. The awful potency of the primordial blackness suffuses the body of the now deceased creature, twisting whatever tiny remnants of spirit still remain within its material vessel into sheer insanity.

If a wight's warlock creator lives, it is compelled to faithfully serve its master with the loyalty of one who has no-one else to turn to in the hateful world of creation. If the warlock is destroyed, the wight loses its only hope of returning to the timeless silence from which it was spawned, and resorts to the immediate slaughter of any form of life it comes across. While at this point it is analogous in both appearance and behaviour to a zombie, its terrifying strength and core of darkness make it unimaginably more powerful a threat.

From the darkest corners of the world it comes staggering forth at alarming speed, its warped and twisted limbs snapping the force of its unnatural movements but never hindering its advance. Once it draws near, its hollow eye sockets become apparent, as well as the dreadful blackness which lies behind them - the demon which infests the cadaver and wishes only to quash the living. As it descends upon its hapless victims and proceeds to tear them violently limb from limb, its mouth opens in an empty scream, the dissonant and horrified cry of a being of nothingness trapped within a plane of agony-inducing matter.

The manner in which a person's soul is cruelly wrenched from flesh and replaced with perverse darkness by the Core of Annihilation rite is actually very similar to the Song of Annihilation performed for a prospective warlock by a demonic voivode, although the victim is without the long period of conditioning and systemic corruption which allows the strong-willed cultist to withstand the transmogrification whilst retaining some measure of cognitive integrity.
Violator

"Defiler" is one of the 33 archetypes within the Disposition system. A Defiler shows defiance towards social norms and laws, which they believe will prevent them from relentlessly inflicting pain, misery and destruction.

## **General Overview**

### **Society**

The Defiler is arbitrarily violent and unpredictable, doing whatever his sadistic impulses drive him to do. He is motivated by the desire for sick pleasure and the violation of the vulnerable.The Defiler is a perverse serial killer or rapist who takes enjoyment in the subjugation and distress of his helpless victims.

Chaotic evil characters live at the mercy of their own toxic passions.

Capricious and malevolent, the Defiler is driven to atrocity by his own perverse whims. To him, people are play-things to be used and manipulated for personal pleasure and then discarded.

A Defiler doesn't go after individuals just because they stand in the way of their success - he will harm or destroy people for entertainment. All else being equal, he is perhaps the most dangerous character of all, because one rarely knows how he might react to any given situation. For reasons often known only to himself, a Defiler could ignore some situations, then violently explode in apparently identical ones.

His behaviour patterns are almost impossible to predict, for he has probably learned to curb and control his penchant for morbid sadism due to the constraints of civilisation. The Defiler is not expected to go about insanely slaughtering and torturing everyone he meets, for he isn't usually stupid. He will realise the consequences of such activities and will participate in such pleasurable distractions only when safe from discovery or retribution. Unless in an untouchable position of power, the Defiler will go out of his way to disguise himself as a normal member of a given society.

If on the run from the authorities, the Defiler will often revel in his ability to evade capture, taunting law enforcement at every opportunity.

The Defiler never feels compelled to keep his word, and will kill and torture innocents for pleasure. He prefers to work alone, as he values his freedom, but may seek out authority figures that grant both protection from consequences and an outlet for his depravity.

The Defiler's monstrous passions may or may not be worn on their sleeves, but even when they’re working in arrangements that are generally favourable to them, few can tolerate structure or self-control for long periods without lashing out or breaking the rules.

However, when properly harnessed, their savage destruction can be a tidal wave unleashed on command by their masters.

## **Presentation**

### **Alignment Reference**

The Defiler archetype corresponds with a Chaotic and strongly Evil alignment within the Nine-Point Alignment System.
Brutaliser

"Brutaliser" is one of the 33 archetypes within the Disposition system. A Brutaliser exhibits personal deference to a codified set of rules that they believe will allow them to relentlessly inflict pain, misery and destruction.

## **General Overview**

Many Brutalisers dream of doing unto others what has been done to them during their own cruel upbringing.

At their core, Brutalisers hold allegiance only to their own sadistic natures.

However, they are capable of a cold self-discipline that lets them rein in unproductive traits when necessary, bowing to the demands of their superiors while at the same time cruelly tormenting their subordinates.

While vicious in the extreme they are unlikely to want power for its own sake, seeing a position of social status as nothing more than a means of evading punishment for their monstrous activities.

Others feel smug superiority toward the less fortunate and enjoy abusing their power and privilege.

Permission to indulge aspects of oneself that society otherwise prohibits. Gratuitous torture, rape of prisoners, paedophilia and other atrocious acts are the purview of the Brutaliser.

Whether their patron is a god, monster, nation, or mortal, the Brutaliser knows that loyalty and perfect service are the best ways to rise in the ranks and achieve security.

Minions may take pride in their service or comfort in the fact that any responsibility for their actions ultimately lies with their masters.

Total devotion is a small price to pay for the gifts these dark masters offer.

Seek powerful figures to serve and obey.

Avoid anything that might raise questions about your loyalty.

## **Alignment Reference**

The Brutalizer archetype corresponds with a Lawful and strongly Evil alignment within the Nine-Point Alignment System.
Great Synagogue of Babel

## History

The Great Rabbi of Judaism, ZeroNovux has ordered the construction of a large Synagogue facing the Fizzy's Temple in Riyadh. The construction of the huge structure began on 2 days before Sabbath day and finished on Sabbath day.

## Usage

The Great Rabbi used the Synagogue for purposes for Sabbath and for Jewish Festivals. The Great Rabbi had celebrated Hanukkah and other festivals Jewish people celebrate.

The Synagogue was used against Muslim Occupation in Riyadh after the fall of the Fizzian Dynasty that built the city of Riyadh. It was used as propaganda to prevent the influx of people in the Islamised City in Riyadh and to counter the beauty of Riyadh itself. Riyadh was built so perfectly that when Muslims came in, the people wanted to join which was alarming to the Citizens of Babel which meant that the Muslims may expand. This was the primary use of the Synagogue during Muslim times.

## Something

The Synagogue was by far the largest single structure to be built under 3 days during Colenia 6.2 and was the Second Holiest Site for Judaism (1st place: Herod's Temple in Israel; 3rd place: Fizzy's Temple Riyadh)
Grey

Greys, also known as doppelgangers, changelings and fleshgaits are hairless, black eyed and grey-skinned humanoids. These creatures are from a previous world that was annihilated by Oblivion. They aligned themselves with perfection and secured passage into the next world. They are thought to dwell in the Outer Darkness, building cyclopean cities upon the surface of the Moon. They send agents to the world below to learn how to best bring down other civilisations.

To do this diabolical study of other species, they shape-change into other forms and walk amongst the native peoples of the world. Inexperienced greys often practise shape-changing for cycles before perfecting their art of mimicry. The face is the most difficult feature to copy convincingly.

Greys exist in all parts of the world, but their main base of operations is located in the high mountains that lie beyond the Dark Forest of Noz-Oraln. Keen scientists, the greys often abduct members of other species that stray into the haunted pine forests beyond civilisation. Such creatures are sometimes returned to their homes through unexplained means, sometimes apparently unharmed but occasionally displaying various incisions as those made by an adept barber surgeon. Some others even sport full amputations. Most cannot remember the details of their kidnapping, but a rare few babble horribly about bright, horrendous moonlight, flashing blades and impossible technology directed by cold, hate-filled eyes. They are usually dismissed as mindlessly insane victims of kiasyd cruelty.

Most greys worship Oblivion, although abductors frequently revere Amarok also, and veneration of the dragon Zoor'Ztsh is not uncommon. No species is as hate-filled as the greys, who were promised perfection only to have a new imperfect world emerge from the eternal Void in annihilation's wake. They do not intend for this to occur again.

Reproduction is a painful and unpleasant ordeal that this species engages in only to manage the build up of eggs within their bodies. Laying, or rather implanting, requires the insertion of millions of egg pods into living flesh, which upon hatching the tiny, maggot-like larval greys consume horrifically. It is thought that over one third of abducted victims are used as breeding incubators for young greys.
Verethra

## Ancient Verethra

### Attack(s)

+16 Claw (45/0/5), +16 Strike (45/0/5), +16 Bite (57/0/5), +16 Sunlight Breath (100/0/5)

## Traits

### Benefits

Invulnerability to Lightning, Searing Sunlight

### Colours

Expert, Philosopher, Keeper, Challenger, Guardian

Verethran dragons are those descended from the majestic Saoshyant, the Threefold Sword of Mithras himself, whose blood was infused with the power of sunlight. Of all their creations, it is said that the great salamanders of old held the verethran line up as their proudest effort. Verethras are also known as "sun dragons" and "golden dragons" for their spiritual tie to Mithras. Although scales of gold with subtle tints of brass or bronze are the most common in this bloodline, occasionally a verethra with silver or even platinum scales is referenced in the historical texts of orcs, cyclopes and other ancient races of northern Araia where these magnificent beasts make their home.

## **Benefits**

#### **Invulnerability to Lightning**

A verethra takes no damage from attacks or other harmful effects which deal lightning damage.

#### **Searing Sunlight**

Normally a verethra's breath weapon projects a beam of heavenly light, which heals living creatures and deals light damage to the Infected, demons and other creatures of the Dark. As an option, however, the dragon may instead choose to intensify the beam into a sword-like weapon of energy capable of incinerating most anything it touches. This breath weapon variant instead inflicts fire damage upon all it strikes, and overcomes any resistance to fire damage a target may possess, including total invulnerability to fire. Sacred scripture states that the heart of the world's redemption burns with a heat incomparable to any found upon the planet, and this fearsome display of solar power is a testament to the existence of Truth itself. Understandably, the golden dragons seek to avoid using this dreadful gift except under the direst of circumstances, well aware of the horrific damage it can inflict upon the world around them.
Stone Sphere

The Stone Sphere is mysticism which deals with energies and forces derived from the sixth point of the Cabala, that of Nito - death and the Underworld. The essence of Nito is that of Devotion, and the working of Stone mysticism can lead a caster either towards the virtue of Courage or the vice of Cowardice.
Imperial Ohio

Flag of Imperial Ohio

Imperial Ohio is a 8.0 nation inside of North America bordering the Indiana Free State. Lead by his imperial majesty Emperor JT1103. The state currently only has relations with the Indiana Free State.

**Important Locations**

The Imperial Palace

The Imperial Palace is the heart of the empire and the location of the emperor himself. The palace is decorated with the finest art and treasures under the imperial crown. The palace is still under construction but once complete will be the largest building in the entire city.

The Imperial Senante

Located next to the Imperial Palace the Senante is designed for the emperor to listen to his subjects and ensure his ideas are representing the people.

Ohio City

The entire empire consists of 1 city The capital called Ohio City is a planned mega city covering the entire empire

**Current Plans**

The Imperial Senante has passed the grand canal act which following the completion of 1/4 of the capital Imperial Ohio will begin to construct a series of canals to connect the great lakes to the ocean and give ohio sea access.

**Relations**

Currently Imperial Ohio has diplomats with a number of nations mostly in Europe and North America.Imperial Ohio is part of the federation of the america's. Imperial Ohio has good relation with the members of the federation

**Industry**

imperial ohio is known in the americas for its airship shipyards and most specifically Project Eclispe. Imperial Ohio is often called by its people as the war maker of the federation. Ohio is split into 2 sections the lower is the main city while the northern has the shipyards.
Powrie

### Attack(s)

+19 Claw (7/1/4 plus 6 Dark) or +19 Bite (6/1/5 plus 6 Dark) or +28 Scythe (6/0/4)

## Skills and Sparks

### Skill Grades

Acrobatics 18 (Balance 23, Reflexes 23, Tumbling and Rolling 23), Athletics 10 (Climbing 13, Running 13), Evade 16 (Dodge 20), Hand to Hand 15 (Bite 19, Claw 19, Scythe 23), Intimidate 6, Occult 6, Perception 11 (Sense of Smell 14, Sight 14), Sing 6 (Impersonate Voices 10), Stealth 18 (Hiding 23, Moving Silently 23), Streetwise 11, Theology 7

## Sparks and Cinders

### Arcana

Spirit Sphere: Dark (Seeping into the Cracks, Summon Demon [Facet, Aspect or Lar], Despondency, Veil of Night, Entropic Ruin, Shadow Play, Simulacrum), Spirit Sphere: Death (Arts of the Dead, Summon Inferi [Facet, Aspect or Lar], Mediumship, Ghost Ridden, Exorcism, Audience with the Dead, Psychometry, Katabasis, Scourge of the Common, Swim through Stone)

### Feats

Charging Attack, Critical Charge, Deadly Charge, Dispatch Extras, Improvisational Adept, Improvisational Master, Evade Skill Speciality: Dodge, Trip, Unarmed Adept, Unarmed Master, Weapon Speciality: Bite, Weapon Speciality: Claw, Weapon Speciality: Scythe x2

### Talents

Acrobatics (Balance), Acrobatics (Reflexes), Acrobatics (Tumbling and Rolling), Athletics (Climbing), Athletics (Running), Perception (Sense of Smell), Perception (Sight), Sing (Impersonate Voices), Stealth (Hiding), Stealth (Moving Silently)

## Traits

### Alignment

Always Chaotic Evil (1/14/6)

A powrie, known in common folklore as a "redcap" is a demon which serves Umbra, the Faceless One.
Priest

A Priest is a follower of a divinity who gains his power through extensive deciphering of religious texts and doctrinal scriptures. Most of the more stringent religions of the world are populated with priests, and they generally prefer to build churches to their deities within towns and cities, where libraries and writing materials are readily accessible.
Othtur

Othtur, the Dread Liege

### Other Names

The Black Hand, the Black Lord, the Doom Guard, the Dread Liege, the Shepherd (outdated)

### Precepts

Accord, adhesion, animal husbandry, authoritarianism, authority, bringing law to the lawless, coercion, control, domination, herding, intimidation, iron-handedness, loyalty, monopolies, quelling rebellion, shepherds, threats, totalitarianism and tribute.

### Weapon

Flail ("cattle whip") or Mace ("shepherd's crook")

### Sacred Colour

Black and red

Othtur's holy symbol.

### Name of Day

1st of Stone's Calling: The Day of the Sentry

### Colours

Guardian - Achiever - Keeper

Othtur, also known as the Black Hand, the Black Lord and the Dread Liege, is the god of domination, duty and control. Once a strong and responsible deity of agriculture, personal tragedy has led him down the path of war and his iron hand now holds the majority of Sandoria within its totalitarian grip. He is a member of the Protectorate, and loyal satrap to Itrenar, the Blazing Redemption. In these dark times he serves as the deified leader of the Protectorate's armies as well as the overlord responsible for holding the dissenting peoples of Naen in tight check so that the Inquisition can continue unabated.

### **Prayers**

Reciting a deity's prayers daily grants the cleric 1 point of Piety.

Othtur's prayers may be observed at any time, as the line of duty might well obstruct a regular schedule.

### **The Nine Acts of Reverence**

Enacting the following acts at least once per Moon (60 days) grants a follower a number of Piety points (shown in bold). Higher-order acts require more initiative on the individual's part, are seen as higher priority by the deity or are simply more challenging to complete.

* **1** - Refraining from causing harm to a shepherd or their livestock
* **1** - Cowing a disobedient inferior or outsider to the faith through harsh punishment
* **1** - Instructing oneself and others in the arts of martial combat
* **1** - Protecting the interests of an agricultural community
* **1** - Obeying a command given by a ranking Othturan cleric or inquisitor of Itrenar
* **2** -Enforcing Protectorate law within occupied lands
* **2** - Bringing Protectorate law to an uncontrolled community
* **2** - Apprehending or killing an aberration, magus or watcher
* **3** - Killing a warlock or demon
Tes'Ssyk

Tes'Ssyk, the Troll Cutter.

Tes'Ssyk's holy symbol.

Tes'Ssyk is the god of exercise, fitness and lumberjacks. This god is the father of the Southern Pantheon, husband to Nyshor, who rules over tundra forests, and father to the gods Tormnthur, Weendigo, Yskalyss and Flamberge. He is the principal divinity revered by nordic communities.
Promoter

"Promoter" is one of the 33 archetypes within the Disposition system. A Promoter has an unstructured approach to life, and tells the perceived truth with honesty and integrity.

## **General Overview**

### **Society**

Deeply inherent in the chaotic good character’s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please.

In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments.

Other good characters call their live-and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good.

## **Alignment Reference**

The Promoter archetype corresponds with a Neutral alignment with a Chaotic and Good tendency within the Nine-Point Alignment System.
Zoor'Ztsh

Zoor'Ztsh, the First Dragon

### Other Names

The First Dragon, The Lord of All Fevers and Plague, Apophis, The Dragon of Chaos

### Precepts

Acheri, centipedes, defiling innocence, disease, fever, gwythaints, illness, pigs, plague, profaning light and the slaughter of purity.

### Symbol

A broken unicorn horn or a rotten, porcine skull

### Alignment

Chaos

Zoor'Ztsh is the absolute dragon spawned of Oblivion, and holds power over the domains of disease, swine and the violation of purity.
Spirit Sparks

##### **Prerequisites:** Demon or servitor of a deity which grants clerics access to the Dark Sphere.

The spirit has access to the elemental sphere of Dark, meaning it can now cast Dark magics and has a Caster Status equal to one-tenth its Level, rounded down. Unlike mortal casters, it does not require gesticulation nor material components to work such magics, merely will. Spark points must still be used to buy access to new rituals at Caster Status 1 and above. For convenience, the Dark sphere rituals are listed here with their Spark point cost: 1 - Summon Demon, 2 - Despondency, 3 - Veil of Night, 4 - Entropic Ruin, 5 - Shadow Play, 6 - Simulacrum, 7 - Shadow Step, 8 - Shadow Master, 9 - Enter the Void, 10 - Cast into the Void.
Yskalyss

Yskalyss, the White Lady

### Precepts

Apathy, breaks in the Ice, calm, cold breath, dispassion, emptiness, frigidity, frost, the frozen ocean, heartlessness, ice, indifference and shrimp.

### Sacred Colour

Purple

Yskalyss' holy symbol.

### Name of Day

4th of Frost's Fall: The Day of Emptiness

### Alignment

Evil

Yskalyss is the goddess of apathy, emptiness and frost.
Kharkaroth

Kharkaroth unleashes his greatest weapon

### Goals

To obtain all things of value within the world (failed), to aid the forces of darkness during the Scourge of Shadows (succeeded), to eradicate the verethras (almost succeeded), to acquire ownership of the Sun's Heart (succeeded), to exact vengeance upon the world (succeeded), to destroy the Tree of Life and Death (failed)

## Soul

### Alignment

Chaotic Evil

Kharkaroth is a major antagonist of the Blood Moon series, a central character in Book One, and a recurring character in Books Three, Five, Seven, Eight and Nine. A second-generation dragon of the kulshedra line, he is a truly malignant source of evil that has terrorized the world periodically ever since its earliest history. An arrogant being of extreme entitlement, he is a true embodiment of the kulshedra breed, believing firmly that all in the world belongs to him and that anyone who claims any ownership is a thief worthy of destruction. Consumed with bitterness at his inability to obtain what he desires, he long ago succumbed to bottomless rage, wreaking wanton havoc upon great swathes of land before collapsing into exhausted slumber for hundreds of cycles at a time, only to rise again to continue the cycle. It was an easy matter for the gwythaints to convince the greedy beast to aid them in the destruction of the world, and after the conflict was over, Kharkaroth tracked down the location of Mithras's fallen heart, and claimed it as his own, falling into sleep once more, wrapped around the goliath chunk of solid gold. when confronted by Mae, however, he revealed that even the ownership of this divine relic, the most valuable thing in the world, could not sate his desire. Now, all he desired was the utter eradication of the world in existential vengeance, and he tormented her with omens of the darkness that was to come, and the joy he would take in watching as the all continents writhed under tendrils of black shadow.

At the height of the Annihilation attempt, Kharkaroth departed from his lair for the last time, seeking to destroy the great stone tree that anchors the cycles of life and death in place within existence. However, before his legendary flames could melt the obelisk and bring certain ruin to Creation, Ashkule Yichmaachi sacrificed himself by using chronomancy to tear out membrane from the dragon's wings, sending the beast crashing at full speed into the side of the Tree. Kharkaroth's immense weight shattered his skull and ribcage against the edifice of sacred stone bark, crushing the orc mage in the process, his lifeless corpse then falling to the foot of the Tree, defeated at last.
Thaelis-Y'Arda Wiki

## **Welcome to Thaelis-Y'Arda**

Thaelis-Y'Arda is a fictional realm forged by elements and bound by time, a world of fleeting order in a sea of eternal chaos.

## **Creation**

Thousands of cycles ago, Tey'Kor-Akx , the World-Weaver, pulled itself from the formless black Void, its existence imposing ineffable Laws and setting time into motion. In its wake followed other great spirits that would come to be known as the Primordials, the first of their lines. In time, Tey'Kor-Akx saw fit to bind the other Primordials together in a conglomerate that it found to be pleasing, and the world of Thaelis-Y'Arda was born.

The world's surface is defined by three great continents, where the back of Orboros breaks through Dagon's surface. These land masses are Araia, Naen and Vaishun.

## **Mythology**

Thaelis-Y'Aada boasts an extensive and rich theological landscape. Types of deity include Primordials, gods, watchers and primeval dragons. These great spiritual entities organise themselves into divine courts and curry the worship of mortals in various pantheons so cosmic politics might swing in their favour.

## Latest activity

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Ranger

"Ranger" is one of the 33 archetypes within the Disposition system. A Ranger is motivated to act upon consuming emotions that push them to lead a life devoted to alleviating the unnecessary suffering of others.

## **Alignment Reference**

The Ranger archetype corresponds with a strongly Chaotic and Good alignment within the Nine-Point Alignment System.
Sandoria

Sandoria is the easternmost country upon Naen, a highland that has largely escaped the ravages of this dark continent's malingering energies, but only to fall under the grip of the Argentus Imperium's fanatical tyranny.

### **Surface Area**

Sandoria has a surface area of over 28,000 miles.

### **Geography**

This region is a flat, highland plateau cut across by numerous huge rivers which, although flowing fast down the sides of the colossal mountain ranges which fringe the central farmlands, wind their way sluggishly down the slight gradient declining towards the northernmost reach, where they converge in the Greywater River before plunging thousands of feet into the Shimmering Sea below. The largest of these rivers average at around five miles in width, and are spanned by gigantic, ancient stone bridges built in ancient days by the dreugh. So slow is the current of many Sandorian rivers that freshwater fish of all kinds thrive and grow fat in their waters, making Sandorian fish dishes some of the finest the world over.

The central flatlands of the country are almost entirely unbroken by mountains and contain only a few ranges of undulating hills. Their major features are several extensive woodlands of medium density. umber is easily transported both upstream and downstream within sandoria due to the slow river currents and wide channels.
Troll Friend

Troll Friend is the fifth book in the Blood Moon series, seventh chronologically speaking. It follows the journeys of Aashkule, a questing mystic and Malcar, a lonely apprentice as they seek knowledge of the world they inhabit.

## **The Big Picture**

### **The Warlocks**

**Having secured the body of Hulotala, the warlocks now see Bishop Akoman as a potential second vessel of reincarnation. In addition, they have already secured a willing donor in the plague bringer of Zoor'Ztsh, Raknos. Now, in preparation for annihilation, the warlocks summon their brethren, cultists and profane magi to Mikhul Delvin, and dark recruiters seek fresh meat for Oblivion's armies.**

### **The Protectorate**

**The Protectorate threatens to become an autocracy as Bishop Akoman seeks the title of Asmodeus' avatar and ruler of a coming theocratic empire. He seeks the ritual that will visit a powerful transformation upon his flesh. However, the kingdom of the Fallen Angel is about to fall under siege.**

### **House Aiataar**

**The talfar move to consolidate all of their power within Naen while also attempting to probe Tolnor, the Jewel of the North, which is the last city untouched by their touch.**

## **Part One**

### **Arc One**

* **Introduce the world and tone of the story**
* **Introduce main character** **with an entrance**
* **Foreshadow the moral change - the character's flaw**
* **Introduce the other major players**
* **Plan other props/skills of the character through their backstory**

### **Arc Two**

* **The character resists their call to action**

### **Arc Three**

* **The first half-hearted attempt at action is shot down**

### **Arc Four**

* **The second, genuine attempt to overcome adversity also fails**
* **The character's flaw gets in their way**
* **There is a strong hint at the character's need to change**

### **Arc Five**

* **Confrontation with the need to change in order to eventually succeed**
* **The character's eyes are opened to reality - that they must "change or die"**
* **The character retreats to lick their wounds**

### **Arc Six**

* **Creation of a new plan of action**
* **Now the character is prepared to take a different approach**
* **Resolve to change for the betterment of the self and of the world**

### **Arc Seven**

* **The character puts their final plan into action**
* **The character is almost destroyed in some manner in the process**
* **The tables are turned on the adversary/antagonistic element**

### **Arc Eight**

* **The adversary has one last opportunity to defeat the character somehow**
* **The character fully triumphs and the world is bettered**
* **BUT leave some form of a cliff-hanger to set up the next book in the series**
Raknos

## Other Information

### Abilities

Darkness-precept mysticism, inflicting disease, sprouting wings and claws, natural armour

### Goals

Exterminate the population of Sandoria (failed), destroy the Protectorate (failed), torture innocents for pleasure (succeeded)

## Soul

### Alignment

Chaotic Evil

Raknos was a druid of Zoor'Ztsh and a major antagonist in Book Eight of the Blood Moon series.

## **Appearance**

Raknos was an ancient figure of stooped frame and frail body, cloaked in rags that almost completely obscured his body from visibility. The only parts of him visible were his face and hands, and these were warped by infection and his devotion to the Lord of All Fevers. Black scales lined the backs of his hands, and short thick claws replaced his fingernails. His skin crawled with various hideous diseases that made him appear almost like a decayed corpse, as the flesh of his face had almost entirely been eaten away by predatory bacteria, leaving him with a permanent, deranged grin of rotten teeth. His eyes were milky and corpse-like. Occasionally, he would take flight as leathery black wings sprouted from his back and carried him aloft. An aura of sheer horror and filth surrounded him at all times, contaminating the ground upon which he stood. He bore with him a peculiar iron container resembling a lantern which housed numerous bacillus demons that served him.

## **Personality**

Before his fall from the light, Raknos was a kindly soul who, although he possessed little in the world, always sought to bring a smile to the faces of those around him. He always desired to be liked and needed by others, basing his worth on what he could do for others to make them happy. After his descent into evil, however, he was left a deeply bitter individual who sought only destruction and death. Feeling shunned and betrayed by the world, he was emotionally consumed and bent upon venting his rage on the innocent without remorse. He was known to cackle maniacally as he brought illness and ruin to civilisation, and was thought even by his warlock superiors to be totally mad.

## **Background**

Born in the town of Lanercost on the north shore of the Ichthys River, Raknos was given the name Yane, although the name of his family is lost to time. Surviving conditions of poverty throughout his youngest years, he and his family contracted leprosy and stopped receiving charity from their community as it was feared they were contagious. Although in neglect his parents died of starvation (they gave their food to him), he still held out hope that people were still good for the most part.

## **History**

### **Book Three**

Yane is briefly encountered as a young boy on by Ottakai on the streets of Lanercost.
The Land of the Dead

The Land of the Dead is a parallel world created by Nito and Yindaron when the Tree of Life and Death was created. It was intended as a purgatory for souls while they awaited the arrival of psychopomps. While souls reside within the Land of the Dead, they are contained within ethereal vessels known as ghosts. A ghost resembles the mortal the soul belonged to at the time of its death, but appears colourless and translucent. Any mage observing souls sees a ghost turn the colour of its soul.
Vaishun

Vaishun is the largest of the three continents within Thaelis-Y'Arda. It's name means "Continent of Fire" in Korakx. Vaishun lies to the east and separated from both Araia and Naen by the Central Sea.

## **Regions**

Vaishun is a vast continent, and contains a broad range of diverse terrains, climates and cultures.

### **Tamaluk**

The northernmost expanse of Vaishun is a vast stretch of desert, craglands and parched mountains.

### **Haneiya**

South of Tamaluk, the sands descend into a great region of savannah grasslands and rich green floodplains. further south of these expanses lies a hot, dry jungle.

### **Ignisland**

To the east of Haneiya and Tamaluk lies a bleak belt of scorched rock and hardened basalt, which marks the region where the elder of fire fell beneath the earth in times long past.

### **Surraneol**

South-west of Haneiya, a great basin contains the largest swamp in the world.

### **Nanak**

South of Haneiya and south-east of Surraneol is a network of deep valleys, precipitous mountains and dark rainforest.

### **Gazabarad**

The far-southern reach of Vaishun is occupied by a flatland which was buried under snow and ice when Sif fell to earth. The homeland of the dorogars, it is named after their steel tower-city which sits at its centre.
Typhon

### Other Names

Death-Bringer, The Dragon God, God-King Typhon, the King of Dragons, the World-Ender

### Precepts

Atrocity, autocracy, avarice, brutality, collecting, cruelty, despotism, destruction, entitlement, envy, greed, kobaloi, kulshedras, massacres, megalomania, oppression, ruination, sadism, spoliation, tyranny

### Symbol

An orange dragon's eye

Mammon's holy symbol.

### Location

Within the Underworld, where he lies torpid within the body of Ignis.

### Colours

Challenger - Achiever - Entertainer

Typhon was the Primeval Dragon born of Immol, and presides over the domains of collectors, avarice and greed. He was slain by a number of his own progeny, led by Kharkaroth, the greatest of the fire-wyrms, because they hungered for their father's treasures. Typhon has remained dead through tens of thousands of cycles, but it is known that numerous attempts to resurrect him have been made by power-hungry monomaniacs throughout history. During the last period of the Jhoshalite Empire, Supreme Emperor Jhosh forsook the worship of Manus and delved into the ancient doctrines of Typhon. It is believed that he did this because his god refused to grant him avatarhood and in his autocratic recklessness turned to another power to accrue the limitless power he craved. The resultant atrocities which marked the end of his reign stand as recently-documented testament to the sheer malice that Typhon bore towards creation and all within it. It is said that he revelled in the destruction of less powerful beings, especially his own progeny, who he saw only as rivals to his might. He is feared even in death as the most evil and terroristic of all the primeval dragons, excepting Zoor'Ztsh, the morbid deity of suffering and disease. Some of Typhon's precepts were later claimed by Fashoona.