recursal/Fanatic-Fandom huggingface dataset:
Monsters

Vampire as portrayed in Supernatural

**Monster** is the collective name given to the children and descendants of Eve, and other supernatural creatures. Although referring to many different species, some share a point of origin, and traits. They are supernatural creatures with extraordinary strength and powers and abilities. They commonly prey upon humans.

## Eve's Decendends

These are the monsters that were confirmed to be created by Eve. When they die, their souls are sent to neither Heaven nor Hell, but to Purgatory.

### Common Monsters

* Vampires
* Rugaru
* Wendigo
* Djinn
* Shapeshifter
* Werewolf
* Khan Worm
* Nachzehrer

* Ōkami
* Vetala
* Wraith
* Ghoul

### Rare Monsters

These monsters are of the strongest type (under the Alphas), either by being physically stronger than the rest or are so unique that it's hard for hunters to hunt them.

* Dragons
* Phoenix

## Creatures

These monsters aren't confirmed to be Eve's descendants. They have more unique powers than common monsters.

* Amazons
* Arachne
* Banshee
* Bisaan
* Crocotta
* Familiar
* Pishtaco
* Predator
* Qareen

* Rakshasa
* Rawhead
* Shtriga
* Siren
* Soul Eater
* Shōjō
* Kitsune
Teifling

Spawn of evil people call them. Though a rare sight to see, the teiflings generally aren't treated well in the argent. Some people go an entire lifetime without seeing a teifling. Not much is known about the teiflings, where they came from or even what exactly they are. Their language: Infernal is quite a closely cherished thing among teifling families and is commonly taught from generation to generation.

Location - Rarely seen anywhere.

Language - Common, Infernal.

Lifespan - 70-80 years

## History

Teiflings have always been left to the wayside in the argent, more often than not whenever they would find a home they would promptly be chased off.

When the arch angels and the aasimar first arrived in the argent, the teiflings were seen as a horrendous imperfection upon the world and were hunted down in the name of celestial law. Overtime however the arch angels lessened their hatred and eventually saw them as just another annoyance in the argent.

## Culture

Teiflings don't congregate much, thus any kind of real culture behind the race has been lost long ago. They tend to try and assimilate into other cultures around the world, sticking to themselves most of the time. Teiflings aren't strangers to traveling due to being ran out of a town.
Los Angeles

**Los Angeles** is the cultural, financial, and commercial center of Southern California. With a census-estimated 2015 population of 3,971,883. It is the second-most populous city in the United States (after New York City) and the most populous city in California. Located in a large coastal basin surrounded on three sides by mountains reaching up to and over 3,000 m.

Nicknamed the "City of Angels", Los Angeles is known for its Mediterranean climate, ethnic diversity, and sprawling metropolis. The city is also famous as the home of Hollywood, a major center of the American entertainment industry, and one of the leaders in the world in the creation of motion picture, recorded music, and television productions. Los Angeles also has a diverse economy in culture, media, fashion, science, sports, technology, education, medicine, and research.

## Appearance

* City of Satan
* Redemption Song - Part 1
* Redemption Song - Part 2
Bekel

Bekel the Shepherd of Souls

### Precepts

Finding lost ghosts and escorting them to the River of Urashnys, pyramids, sarcophagi, shepherds, tending livestock

### Sacred Colour

Blue

Bekel's holy symbol.

### Name of Day

5th of Stone's Calling: The Day of the Jackal

### Alignment

Good

Bekel is the goddess of corpse gatherers, soul shepherds and beasts of carrion. She is a member of the Covenant of Death.
Leviathans

The **Leviathans** (also called **The Old Ones**, **Chompers**, or **Levis** for short) are primordial beings that served as God's very first beasts. Thus, they predate angels, humans, and the soul itself. The creatures proved to be too hungry and destructive, so God created Purgatory and locked them inside.
Angels

**Angels** are powerful celestial beings of light created by God to serve as his attendants and messengers, but also as his soldiers and warriors in his war against Lucifer and his demons. They are native to Heaven and are imbued with considerable power.

Angels are one of the most powerful entities in the series, generally outclassing all demons, monsters, ghosts, and other supernatural creatures.
Originals

The **Original Vampires**, or simply **The Originals**, are a group of extremely powerful vampires that are known for being the first of their bloodlines and the first generation of Original vampires (which is names after them), which makes them the oldest, fastest, strongest, and most powerful vampires in the world, even alpha vampires. Their name is a term used to describe a progenitor in a vampire bloodline.

A number of characteristics differentiate an Original from the vampire bloodline that they begat, but the fundamental difference is that Originals became vampires through a spell, not by ingesting the blood of another immortal; and, unlike the normal Original vampires and the monster vampires, the Originals are indestructible and cannot be killed by anything on earth aside from the White Oak Stake and The Colt. They also can only be temporarily neutralized by a White Oak Ash Dagger or one of the Cursed Stakes.
Earth

**Earth** is a planet created solely by God that respectively supports a large variety of life, including bacteria, humans, creatures, and animals. The planet is nearly 5 billion years old and is located in the Solar System, within the Milky Way Galaxy. Entities like angels and demons can manifest on Earth via possession in the use of vessels. Others can appear physically by assuming human form.
Amelia Faye

Amelia Faye is the second protagonist in The Night Hunters. She is an american hunter who who mostly works with hes parter Dylan Fox.

## Story

### Early life

Amelia was born in Allentown to her parents 1st December, 1990. She had nice parents, but one incident changed her.

That was when she once was left at a railwaystation by accident. A woman called Martha offered to help and drive her home. But it ending up with her sexually abusing her. She managed to contact the police and got back with her parents. Martha was sent to prison.

Amelia moved to Philadelphia bacame friends with Dylan in high school. They were in a group of friends together. One night they were all out after attending the cinema, then they got attacked by a rugaru. This was before they got hunters, so they didn't know what it was, but they managed to run away. Unfortunately, the other friends died. The next day, they met a hunter who decided to tell them about the supernatural world.

After the incident, they did years of research on this hidden world and hunting. They became hunters. After six years of hunting, they got in a huge fight and it ended with them breaking up as co-hunters in 2013.

### Book 1

Amelia and Dylan had not been hunting together for four years when they met each other again in Fear of the Dark. They become co-hunters again to find out more about the rising evil there were rumours about.

## Physical Appearance

Amelia has white skin, long brown hair and brown eyes. She has stylish chlothes but not to high-class.

## Personality

Amelia is usually kind, loyal, intelligent, brave and independent. She can have some rebel behaviour sometimes. The is also intolerant and can be a bit agressive, and have a short time temper, but she is not a person with a lot of grudge.
Werewolf

Werewolf as portrayed in The Vampire Diaries

Alpha werewolf (proginator)

**Werewolves,** also known as **Lycanthropes,** are a race of partially-human supernatural creatures, able to

morph into a combination of human and wolf. It has been stated that werewolves and skinwalkers are cousins. There is no known cure for lycanthropy.

They are a supernatural shapeshifting species of individuals who unwillingly transform into large, fearsome, and extremely hostile wolves on the night of the full moon. Even in their human form, werewolves possess superhuman physical prowess, but their abilities are not as powerful compared to those they possess on the full moon while transformed. These creatures are the most dangerous enemies of vampires due to their venomous bite, which is lethal to them. Werewolves are also hardwired to kill vampires on sight in their wolf form, though they still hunt human prey whenever there are no vampires to kill.
The Number of the Beast

The Number of the Beast is the fifth chapter of the first book in The Night Hunters-series.

## Plot

A case shows up in Albuerquerque. Dylan and Amelia guesses it's a Demon, and they try to solve it. They soon realise that it is a powerful demon, Zagan, who has an evil plan.

## Featured Characters/Species

* Dylan Fox
* Amelia Faye
* Zagan
* Claire Haynes
* Roman Welsh
* Melanie Gaos
* Frank Locklear
* Mrs. Herald
Fear of the Dark

**Fear of the Dark** is the first chapter of the first book in The Night Hunters-series.

## Plot

Dylan is on his way to New Orleans to get home, and he finds a case in Florence, Alabama. So he heads back to take a look at it. A bunch of people has been missing. He meets Amelia Faye and they decide to take care of the case together. They get a feeling it has to do with vampires. Terrifying truth is coming out about something evil on it's way. Dylan and Amelia teams up to find out more about the evil.

## Featured Characters/Species

* Dylan Fox
* Amelia Fay
* Robert Johnson
* Mary Johnson
* Sheriff Gloria Parker
* Caleb
* Vampires
USA

The **United States of America** (**USA**), commonly referred to as the **United States** (**U.S.**) or **America**, is a constitutional federal republic composed of 50 states, a federal district, five major self-governing territories, and various possessions.

It is Dylan Fox and Amelia Faye's home country, as well as plenty of the character. The first book's story are based in USA.
US Hunting Community

**US Hunting Community** is an organization who works together to organize the hunters in USA. Founded by Henry West in 1985, the US Hunting Community use co-operation and democracy for special supernatural enemies to fight it. They have rules for the hunters, and you have to be signed in. They either choose decisions for all of the hunters, or divide into smaller groups with a temporary leader to solve cases.

In 2010, they created an app in which they could get notifications, and mark potential cases on a GPS map, hidden as an app for finding antique objects.
Ghost

A ghost is form a soul occupies while it resides within the Land of the Dead. All ghosts begin their existence as larvae, and remain in this state for up to 99 days (1 full cycle). Most are collected by psychopomps and escorted to the Underworld for reincarnation, but some are not collected and remain trapped in the Shadowlands.

Only the dead can exist within the Land of the Dead, excepting certain magi, clerics and other entities whose powers allow them to tread there, and the inferi spirits who make up its fabric. The Ghostlands are separated from the Lands of Flesh by the Wall of Death, which was constructed long ago by the ancient god Yindaron. The wall possesses only one entrance - the Last Door of Falaz-Ur, god of the instance of death. This door is only to be witnessed by those who are dying at their very last moments.

The Ghostlands, also called the Shadowlands or the Land of the Dead, are not as the Dreamlands. although both are realms of the astral plane, inhabitants of the Ghostlands possess no capacity to make new memories or have new thoughts, making it a drab and lifeless place shrouded by mist and crumbling decay. The decrepitude of this realm represents the stagnancy and amnesia of its unfortunate denizens who are for the most part eternally confused and disoriented. Ghosts lead a terrifying existence, and as they possess souls they are prone to corruption by the demons which are able to break through into the Shadowlands from the bowels of Hell.

Spirits do not frequent the Ghostlands except for psychopomps serving the gods and demons looking to devour souls fresh and old.

As ghosts age, they become increasingly mad and confused as their memories become blended together, reordered or forgotten entirely, dissipating into the spectral mist of the bleak realm. If the corrupt soul of a murderer, rapist or some other form of foul defiler becomes lost in the Ghostlands, its rage and hatred persist even as their insanity takes hold.

Ghosts bear the appearance of their corporeal bodies at the time of their death, but bear instead the colour of their soul. Wholesome ghosts (few and far between) are known as "eidolons" and retain a clear, bright silver-white, mundane ghosts (shades) are a wispy grey and evil ghosts have darker shades. Black predatory ghosts are often termed "shadows" or "wraiths".

Most ghosts are spectres in that they can be removed from the Ghostlands by other entities and spirits. However, some are known as everwalkers and have been cursed by Niitoh to wander the barren mists for eternity. Most ghosts are not collected by psychopomps because of mass death, unexpected death or a lack of faith in any deity.
Namtaru

The namtaru are demons that once served the dark goddess Rezoul. These foul spirits of disease and corruption have continued to propagate and multiply within Hell's depths since the death of Rezoul, whom they used to serve before her destruction at the claws of Zoor'Ztsh.

### **Image**

A namtaru appears as a gigantic rat-like beast composed of rotten flesh, living disease and tangled, slimy black hair. Its head possesses no ears or eyes, but houses a mouth spilling over with razor-like teeth. The creature's forelegs are longer and stronger than its hind legs, giving it a loping, hunchbacked gait.
Amarok

Amarok, the Living Nightmare

### Precepts

Dark astral, fear, kiasyd, kidnapping, nightmares, nocturnal predators, panic, phantasms, pine trees, terror, trauma and wolves.

### Sacred Colour

Purple, oft accompanied by black

Amarok's holy symbol

### Name of Day

8th of Moon's Thrall: The Long Night of Fear

### Location

The Fields of Nightmare within the Dreamlands

### Alignment

Chaotic Evil

Amarok is the god of fear, nightmares and wolves. Birthed from the darkness of Oblivion and the dream-stuff of Duroon, he is well-regarded by both of his parents.

Amarok is the left hand of Oblivion, and in line with his high rank in the Court of Chaos he is the first deity to be encountered within the Dark Reflection of the Cabala. He opens the gateway to Phantasm, the reflection of the Astral in which all bad dreams, traumatic fantasies and other night-spun terrors are born. Through ensuring that each generation of children is subject to trepidation and fear, Amarok keeps the darkness of the Black Sun alive.
The Night Hunters Wiki

## Welcome to the The Night Hunters Wiki

The Night Hunters Wiki is a community site devoted to The Night Hunters book-series by the author Erik. The books are about Dylan Fox and Amelia Faye who travels around to fight paranormal activity. The Wiki covers information about characters, chapters, locations, as well as magical species and objects from the series.

- REMEMBER THAT THIS WIKI CONTAINS INFORMATION ABOUT EVERYTHING THAT IS YET PUBLISHED -
City of Satan

City of Satan is the seventh chapter of the first book in The Night Hunters-series.

## Plot

Dylan and Amelia split teams. Dylan goes to Los Angeles after tips from Taylor West, about demon activity. He finds a case where the actor Tom Cruise is a suspect for murdering young singer Mirandayah. Dylan suspects a demon is behind it.

Amelia travels to New Mexico with Franco to look for The Colt. They look for a thief, to find out where he sold the gun. They find him, and he tells them that he sold it to a hotel and casino owner in Las Vegas.

## Featured Characters/Species

* Dylan Fox
* Amelia Faye
* Franco Garcia
* Tom Cruise
* Mirandayah
* Zagan
* Thief
* Hotel/casino owner
Oath Breaker

Oath Breaker is the tenth book in the Blood Moon Series, chronologically the earliest. It follows the story of Seth Mastiphal and his journey into Darkness.

## **Prologue**

The Council of Nine meet on the sacred ground of Cerissaeth, and discuss the politics and magical currents of the world. Stevahl announces his wish to walk with the Light and Be No More, and the other members vow to search for his replacement so that he might ascend. One member of the council arrives late, to the surprise of the other eight. This member, Oshkayut of the Duroon Isles, divulges that he has dreamt of a great darkness growing in the depths and caverns beneath Charnoth, and received the name "Mikhalinn" repeatedly in such visions. The council expects that Oblivion has selected a new avatar, and that the world may be in danger, especially when totalitarianism and unrest abounds as supporting evidence ("Mikhalinn" means Dark Lord in the tongue of demons, known by Green Qrurrawk).

## **Part One**

### **Prelude**

After Seth's parents are killed by a rampaging troll in the forest surrounding their home, Alizan takes Seth to the Tor-Sul Mage Academy.

## **Epilogue**

Seth assumes Mikhalinn's mantle as Oblivion's avatar.
Dagon

Dagon, the Endless Ocean

Holy symbol of Dagon

Dagon is the fifth of the eleven Primordials, its body making up all of the water within Thaelis-Y'Arda.

## **Associated Deities**

Dagon rules over might and force, and as such is associated with other divinities dealing with these precepts. These include Saoshyant, Aipaloovik, Kaath, Leucrotta, Dakuwak, Hob, Medhra, Artemis, Flamberge, Therofage, Ton'Ath'Ek and V'Briaxx.

## **Role in the Cabala**

Just as it is important to understand Mithras and Oblivion as a dualistic pair within the Cabalistic hierarchy, it is equally vital to consider Urana and Dagon a such, although on a lower arc.

Dagon, the fifth Sphere, represents the opposite extreme to Urana's benevolent, merciful essence. Where Urana is Mercy, Dagon is Severity, and its nature is limiting, enforcing Urana's guidelines and bringing much-needed discipline. Dagon is Oblivion on a lower arc and Sif on a higher arc. it sets the limits of what can be sustained in a healthy manner within creation.

As water embodies the most powerful force of the material world, able to disintegrate stone itself, Dagon provides natural cataclysm, infertility and illness in an effort to slow down Urana's rampant drive towards growth so that creation remains contained, controlled and not cancerous in its fundamental nature.

Dagon's symbols are the crushing wave, a representation of might and destruction, and the razor-edged trident which is emblematic of strife, conflict and war.

## **The Children of Water**

In addition to being the ultimate father of all undines, Dagon is also parent to numerous gods. Below is a list of the hybrid spirits that contain the essence of water.

* **Dakuwaq**
* **Kaesel**
* **Kraken**
* **Medhra**
* **Rinn**
* **Sheoth**
* **Tar'Atheh**
* **Therofage**
* **Urashnys**
* **Yskalyss**
Ancient Aztec & Incan Symbols of the Supernatural World

**Ancient Aztec & Incan Symbols of the Supernatural World** is a book which contains what is mentioned in the title. Many of the symbols are used in spells of witchcraft or rituals which originated from Aztec and Incan people. Dylan Fox is known to have a copy of it in The Defender. It is first mentioned and used in The Number of the Beast.
Ichthys

Ichthys, the Provider on the Waves

### Precepts

Aid to seamen, boating, clams, dockworkers, dolphins, fishermen, fishing, mussels, oysters, sailors, ships, surface waters

### Sacred Colour

Blue and brown

The holy symbol of Ichthys.

### Typical Worshippers

Fishermen, those of fishing communities, sailors

### Alignment

Neutral Good

Ichthys is the god of fishing, seafaring and dolphins.
Alastor

## Skills and Sparks

### Skill Grades

Athletics 9 (stone Throwing 13), Barber 1 (Torture 2), Conditioning 9 (Health Gauge 13), Evade 9, Hand to Hand 9 Insight 4 (Detect Fakes 6), Intimidate 9 (Cower 18), Meditation 2, Occult 3, Outdoorsman 7, Perception 8 (Smell 12), Spelunker 4, Stealth 4, Theology 3

## Sparks and Cinders

### Arcana

Caster Status 8Spirit Sphere: Dark (Seeping into the Cracks, Summon Demon, Despondency, Veil of Night, Entropic Ruin, Shadow Play, Tenebrous, Step Through Shadow)Spirit Sphere: Ice (The Frozen Arts, Summon Boreal, Frostbite, Hypothermia, Frozen Breath, Ice Shaper, Skin of Ice, Step Through Ice)

### Feats

Combat Status 8Accelerated Cower, Adept Defender, Blind Fighter, Charging Attack, Critical Charge, Deadly Charge, Disarm, Dispatch Evade Skill Speciality: Dodge x1, Defence Capacity x2, Missiles x1, Extras, Faster Cower, Trip, Warrior's Heart, Weapon Skill Speciality: Claw x2, Strike x2

### Talents

Talent Status 4Athletics (Stone Throwing), Barber (Torturer x2), Conditioning (Health Gauge), Insight (Detect Fakes), Intimidate (Cower x2), Perception (Smell)

## Traits

### Deity

Fashoona (Piety 12)

The alastors are demons in service to Fashoona, god of brutality. They appear as towering giants covered in bloody spines and writhing tendril-like hairs, their pale dead flesh occasionally studded with screaming faces and spilling out eviscerated organs. It is said that their horrific forms are composites of the last moments of all their previously slaughtered victims. Clerics of Fashoona caution that those who are deemed feeble in the god's eyes yet claim they possess strength will be hunted by these spirits and absorbed into their bodies, which stand as a warning of the price of weakness. Those standing in the vicinity of these wrathful demons must struggle to avoid being overcome by uncontrollable homicidal urges. Alastors are also aptly called "demons of rage" and "agonisers".

## **Benefits**

### **Possession by Rage**

Any creature coming within 60 feet of an alastor of the demon's level or less must make a Meditation (Mind Control) roll against the alastor's VIG Rating or be overwhelmed by uncontrollable homicidal urges which demand immediate outlet. Those who fail this roll are compelled to lethally attack the nearest organism for 3 rounds +1 extra round for every Boost the demon scored against their Meditation roll. This power Boosts on a 5, and does not affect warlocks, cultists, other demons or clerics of Fashoona.

### **Aura of Pain**

Any creature striking an alastor with a short-reach attack or being struck by the demon itself must immediately make a Meditation (Body Control) roll against the beast's VIG Rating or experience agonising pain until the end of their next turn as they come into close contact with the alastor's profane form. This pain is so excruciating that the victim suffers a -3 penalty to all rolls for its duration.
Executioner

"Executioner" is one of the 33 archetypes within the Disposition system. An Executioner exhibits personal deference to a codified set of rules that they believe will allow them to lead a heartless life, unconcerned with the suffering they cause.

## **General Overview**

Provided neutral evil characters are getting what they want, they have no problem working with anyone else.

They can even be trustworthy for extended periods of time when a larger goal is at stake or their interests or goals overlap with others’.

If someone pleases them and seems nonthreatening, they may look after that person, possibly even becoming protective, though with a tendency toward possessiveness.

Lawful evil represents methodical, intentional, and organised evil.

Lawful evil characters who operate in groups usually focus on mutual self-interest.

Good characters may be sanctimonious or sentimental, but as long as the evil they’re stomping out is an evil that stands in your way, you have every reason to help them.

Lawful evil characters believe that law and structure mean power and safety.

In their view, a strict, systematic hierarchy enables outcomes impossible for a single individual, so they seek power and security by positioning themselves advantageously within such systems.

They may operate according to strict personal codes - private ethics or creeds that may not align with an observer’s concept of morality - but more often choose to operate within (and take advantage of ) the framework of the society around them.

Many are quick to cite their law-abiding natures when defending their actions.

This alignment is particularly appealing to those who want to get ahead and don’t care whom they hurt, yet who also want to maintain a sense of self-righteousness or don’t want to open themselves up to unnecessary risk.

They may take great pride in never breaking their word - and thus rarely make promises - and are invariably methodical and organised in their machinations.

The Enforcer methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts.

He cares about tradition, loyalty, and order, but not about freedom, dignity, or life.

He plays by the rules but without mercy or compassion.

He is comfortable in a hierarchy and would like to rule, but is willing to serve.

He condemns others not according to their actions but according to race, religion, homeland, or social rank.

He is loath to break his society's laws or promises he makes to those he holds allegiance to.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.

Some Enforcers have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped).

They imagine that these compunctions put them above unprincipled, but they do not.

## **Alignment Reference**

The Enforcer archetype corresponds with a Lawful Evil alignment within the Nine-Point Alignment System.
Magic

**Magic** is a mysterious and powerful source of supernatural power. Magic can be utilized by different types of spells (ex. Rituals or Incantations) or through using specific unique supernatural powers/forces/energies. Magic can also be infused into objects and certain events have magical properties. It's a common reoccurring set of powers and/or skill sets in the book series.
Jycil

Jycil the Builder.

### Precepts

Architecture, builders, construction, engineering, fortification, masons, scaffolding, sculpting and stone-workers.

### Name of Day

7th of Nature's Cradle: The Day of Termites

### Location

The Underworld beneath Haneiya, where she spawns all termites.

### Alignment

Neutral

Jycil is the goddess of architecture, building and termites.
Nymph

Naiad, water nymph

Nymphs are a type of spirit within Thaelis-Y'Aada.

Nymphs are a fickle family of spirits, born of the initial union of the god Manus and Iris, the Queen of Rapture. It is thought by some theologians that the devotion Iris showed towards her nymph children led to her neglect and disfavour of the other gods she birthed (Lec-Ken, Atropal, Szasra, Sheoth and Raniss), and resulted in the dark and generally vengeful aspect most of them now exhibit towards their worshippers.

Nymphs serve their mother as lars, and due to the divine essence of the Allfather, exist in 9 varieties, each containing within them a greater influence of one of the primordial energies. Each of the nymph lines is ruled over by a queen known as a "Muse", and presides over an aspect of high culture, beauty and elegance. The elemental affinity each type of nymph embodies can often lead them to swear allegiance to other deities aside from Iris, and this she tolerates due to her pride in her creations.

Scandalous rumours occasionally circulate concerning Manus and his nymph offspring, citing numerous instances of supposed incestuous infidelity. The clergy of Kaesel and Rinn vociferously assure enquirers that whatever flirtatiousness the Allfather might have shown in the past, his fidelity is now certain. Followers of Iris know better. Due to their innately seductive and lustful nature, nymphs have mothered children with numerous human and fey races, making nymph scions among the most

**Aurads** are the nymphs of elemental air, presiding over the Lyricism. Their muse is Euterpe.

**Boreads** are the nymphs of elemental ice, presiding over Tragedy. Their muse is Melpomene.

**Dryads** are the nymphs of elemental life, presiding over Comedy. Their muse is Thalia.

**Haliads** are the nymphs of elemental fire, presiding over Love Poetry. Their muse is Erato.

**Hypnads** are the nymphs of elemental dream, presiding over the Epics. Their muse is Calliope.

**Lampads** are the nymphs of elemental death, presiding over History. Their muse is Clio.

**Naiads** are the nymphs of elemental water, presiding over the Dance. Their muse is Terpsichore.

**Nyxads** are the nymphs of elemental dark, presiding over Astronomy. Their muse is Urania.

**Soliads** are the nymphs of elemental light, presiding over the Sacred. Their muse is Polyhymnia.
Earth Sphere

The Earth Sphere is mysticism which deals with energies and forces derived from the tenth point of the Cabala, that of Orboros - life and nature. The essence of Orboros is that of Connection, and the working of Earth mysticism can lead a caster either towards the virtue of Action or the vice of Sloth.
Ceccylya

Ceccylya the Webspinner.

### Precepts

Banking, currency, debts, money, networking, ropes, spiders, spinning, usury and weaving.

### Symbol

A spider with a single open eye on a five-pointed web of silver.

### Sacred Colour

Orange and black (not worn in public)

Ceccylya's holy symbol.

### Typical Worshippers

Talfar and nezumi. Ceccylya accepts the worship of any high-profile banker who succeeds in passing her secret initiations.

### Location

Within the Underworld, beneath the city of Kyal-Tahir

### Alignment

Evil

Ceccylya is the goddess of banking, secrets and spiders, and unknown to the other divinities is one of the most dangerous entities in existence.
Naz-Laieqk

Naz-Laieqk in his ritual attire

## Other Information

### Abilities

Darkness-Precept mysticism, qlippothic arts, command of his tribe, sway over the kiasyd peoples

### Goals

To terrorise Tolnor through jyhad (succeeded), to bring about collapse of Tolnor's economy (failed), to bring about Annihilation (failed)

## Soul

### Alignment

Lawful Evil

Naz-Laieqk is a major antagonist in the Blood Moon series, and a central villain in Books Five and Nine. He is a leader of the fearsome Hunting Moon tribe, and general of the kiasyd armies that threaten northern Araia.
Benefactor

"Benefactor" is one of the 33 archetypes within the Disposition system. A Benefactor has an unstructured approach to being, and lives a life devoted to alleviating the unnecessary suffering of others.

## **Alignment Reference**

The Benefactor archetype corresponds with a Neutral Good alignment with a Chaotic tendency within the Nine-Point Alignment System.
Character List

## **Point-of-View Characters**

* Seth Mastiphal
* Maeya Shayatu
* Aashkule Bimachii
* Tira Volim
* Hether Yurtheku
* Chittel Tam
* Dogarn Bexator
* Sindy Kindle
* Vaekosa

## **Major Support Characters**

* Alizan Drow
* Samael Bailyss
* Cade Venzor
* Princess Tauret of Seraphis
* Ember Rose
* Blademaster Steval
* Autumn Glade
* Green Qrurrawk
* Elias Torindor

## **Minor Support Characters**

* Hat Ka-Tai
* Grave Lord Arazal
* Dosa Nulo
* Shanka Ice-Heart
* Duke Lorasius
* Sha'Etemmu Duptal
* Ohrmazd
* Oshkayut of the Dreaming Isles
* Kag Garrog
* King Saam Vintoras I

## **Major Antagonists**

* Mikhalinn
* Vaeliang
* Benniszth the Blackened
* Drakon Maianos
* Archbishop Akoman
* Nazlaieqk the Reclaimer
* Varza the Grey
* Kharkaroth
* Hob, the Lord of Steel
* Emperor Jhosh

## **Minor Antagonists**

* Vendrick Slate
* Pastraea Vokunda
* Raknos the Plague-Bringer
* Ariadne the Night Hag
* Mordak
* Jerren Merry
* Vasilisa
* The Hunter
* The Enticer
* The Executioner
* The Exhumer
* Waazig the Taker
* Horde King Gorlog Dasgrak
* Kelsi Venzor
* The Flayer
Drakon Maianos

## Other Information

### Abilities

Horrific teeth and claws, cunning, Darkness-Precept mysticism, Qlippoth, tail spines, military accumen

### Goals

To destroy the world and the dorogar people (Failed)

## Soul

### Alignment

Chaotic Evil

Drakon Maianos was a major antagonist in Books 4 and 8 of the Blood Moon series, and a recurring character in other Books. He was a manticore dwelling in the mountains to the south-east of Seraphis, and one of the most powerful warlocks in the world. He led the assault upon northern Vaishun during the Scourge of Shadows, and over 1,000 cycles later again assaulted the city of Seraphis when Oblivion again attempted to bring about annihilation.

## **Appearance**

As a manticore, drakon's appearance was terrible to behold. A lion's body sprouted huge bat wings and a barbed tail lashed behind him as he soared through the sky. Like all high-ranking warlocks, he possessed eyes that were pure black orbs, and reality seemed to boil around him as if the air itself feared to touch his flesh. His face wore a cruel, arrogant snarl, and the demonic infestation of his flesh rendered it soot-black.

## **Personality**

Drakon was a swaggering, proud individual during his mortal life, embodying the values of dorogar culture within the Gazabarad and idolising his god-emperor. After his transformation the respect and reverence he had grown used to turned to loathing and hatred. He was struck from his lord's graces and cast out of his house, exiled from the Gazabarad forever and hunted by his own people. Once full of self-regard and vanity, he was left in the wilderness as a deformed, empty and numb shadow of his former self, bent upon vengeance against those who had forsaken him and the world that had twisted him into a monster. Turning his will towards Annihilation, he grew increasingly psychopathic and murderous as his thwarted narcissism and bottomless shame festered inside him for hundreds of cycles. At the time of the Scourge of Shadows, Drakon was a fearless general, fully devoted to the unravelling of Thaelis-Y'Arda, and this trait remained until his demise over 1,000 cycles later.

## **Background**

Before his transformation, Drakon was a powerful and respected monster hunter of House Maianos, but upon his slaying of Chimaera's avatar, he and his contemporaries were cursed and transformed by the dark goddess. Instantly, the champion of his people became a reviled and blasphemous monster fit only for destruction or exile. Drakon fled his home, his reputation in tatters and his name removed from the annals of dorogar history.
Ghast

## Ghast, Human

Ghasts are a species of aberration within Thaelis-Y'Aada, the result of demonic "wendigo psychosis". This disease, transmitted through the claws and bite attacks of ghuls, transforms their half-eaten victims' corpses into sentient motes of ravenous hunger which serve their creators as servants and slaves.
Itrenar

Itrenar, the Searing Redemption.

### Precepts

Burning to death, censers, fixation, fundamentalism, hygiene, incense, inquisition, interrogation, the iron maiden, mage hunting, self-flagellation and torture.

### Sacred Colour

White, red and gold

Itrenar's holy symbol.

### Name of Day

4th of Flame's Dance: The Day of Cleansing

### Colours

Advocate - Thinker - Achiever

Itrenar is the god of inquisition, torture and burning to death. He is the leader of the divine covenant known as the Protectorate, which seeks to purge the world of darkness by any means necessary.
Destroyer

"Destroyer" is one of the 33 archetypes within the Disposition system. A Destroyer tenaciously holds to a guiding axiom and purpose - to relentlessly inflict pain, misery and destruction.

## **General Overview**

Destroyers are those who simply feel that the world deserves to be burned down.

Some believe that the world must be destroyed in order to be rebuilt into something better.

More often, they devote themselves out of a desire to gain power from a demonic entity, or to impose revenge on a world they feel has wronged them.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a Crusader committed to good.

Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself.

They may also see doing evil as part of a duty to an evil deity.

Destroyers deliberately and methodically sow chaos and pain as ends unto themselves.

May worship a demonic patron or another personification of cosmic hatred.

Destroyers find spiritual satisfaction in destruction.

Chaos is the true nature of existence, and it will eventually reclaim its own, so the Destroyers help it along.

## **Alignment Reference**

The Destroyer archetype corresponds with a strongly Lawful and strongly Evil alignment within the Nine-Point Alignment System.
Neutral

Neutral is the central section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Neutral is marked by passivity of action and a lack of moral action, but contains nine distinct Dispositions that differ in their degrees of Neutrality.

* **The Mediator:** Lawful and Good tendency
* **The Helper:** Good tendency
* **The Promoter:** Chaotic and Good tendency
* **The Organiser:** Lawful tendency
* **The Conformer:** True Neutral
* **The Explorer:** Chaotic tendency
* **The Swindler:** Lawful and Evil tendency
* **The Manipulator:** Evil tendency
* **The Conniver:** Chaotic and Evil tendency
Dr'Oon

Dr'Oon, the Dreamlands

### Precepts

Astral, concepts, creativity, dreams, the Dreamlands, ephemerals, ideas, images, imagination, introspection, meditation, memory, nebulae, owls, sleep, stars, unconsciousness and wishes.

### Sacred Colour

Purple

Holy symbol of Dr'Oon

### Name of Day

7th of Dream's Rapture: The Day of Dreaming

### Alignment

Unaligned

Dr'Oon ("*duh-rune*") or Duroon is the ninth of the eleven Primordials and its body is the Dreamlands, where the minds of mortals and immortals converge as one.

## **Associated Deities**

Duroon rules over the astral and dreams, and as such is associated with other divinities dealing with these precepts, such as Nyara'Tang, Venator, Amarok, Tarathey, Axatar, Cil-Deeche and Gelimysh.

## **Role in the Cabala**

Duroon is the ninth Sphere and its nature is the dream - the astral, etheric level of existence. Its title, accordingly, is that of "The Dreamlands" or "The Fields of Dreaming".

The Astral plane is the foundation for the physical, material plane. Duroon is a mysterious, shadowly realm where mystical energy is stored and drawn upon. Until something is formed within the astral, it will never manifest in the physical.

Duroon's symbol is that of the star upon which wishes are spoken and dreams given the potential of life.

## **The Children of Dreams**

In addition to being the mother of all ephemerals, Dr'Oon is also parent to many gods. Below is a list of hybrid spirits that contain the essence of dreams.

* **Amarok,** god of nightmares
* **Axatar,** goddess of fate
* **Bacchus,** god of revelry
* **Cil-Deeche,** goddess of connection
* **Geli-Mysh,** god of procrastination
* **Iris,** goddess of aesthetics
* **Kaath,** god of rage
* **Keluxax,** god of lies
* **Szasra,** goddess of chance
* **Tar'Atheh,** goddess of coral
* **Tinser,** goddess of humour
* **Tress'Ell,** goddess of hope
* **Venator,** goddess of daydreams
God

Gods are peculiar hybrid spirits composed of elements from two different Precepts, usually possessing great power as a result. They are thought to arise from the hermaphroditic union of two Elder Creators, although some theologians theorise that gods spawned from multiple Elders could also exist. None so far have been observed, however and certainly none currently possess a Crown of Divinity.

## **The Gods of Thaelis-Y'Arda**

Below is a list of all the gods currently holding dominion over a Crown of Divinity.

* **Amarok**
* **Antheia**
* **Arikel**
* **Artemis**
* **Atropal**
* **Axatar**
* **Bacchus**
* **Bekel**
* **Ceccylya**
* **Chainorah**
* **Chimaera**
* **Cil-Deeche**
* **Dakuwaq**
* **Decdum**
* **Delech**
* **Echnamiir**
* **Ennoia**
* **Et'Et'Ryll**
* **Evruss**
* **Falaz-Ur**
* **Flamberge**
* **F'Shoona**
* **Geli-Mysh**
* **Glauganth**
* **Hessath**
* **Hob**
* **Ichthys**
* **Indita**
* **Iris**
* **Itrenar**
* **Jycil**
* **Kaath**
* **Kaesel**
* **Keluxax**
* **Kraken**
* **Lek-Ken**
* **Leucrotta**
* **Lucatiel**
* **Manus**
* **Medhra**
* **Miar**
* **Mundus**
* **Nyshor**
* **Ogh'Enth'Em**
* **Othtur**
* **Phoenix**
* **Quala-Cha**
* **Raniss**
* **Rinn**
* **Settra**
* **Sheoth**
* **Shiva**
* **Skallosc**
* **Szasra**
* **Tar'Atheh**
* **Tarrasque**
* **Tes'Ssyk**
* **Therofage**
* **Tinser**
* **Ton'Ath'Ek**
* **Torm'N'Thur**
* **Tress'Ell**
* **Tyrevor**
* **Umbra**
* **Urashnys**
* **Venator**
* **Weendigo**
* **Xarfinsel**
* **Yindaron**
* **Yskalyss**
Chaotic Evil

Chaotic Evil is the bottom-right section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Chaotic Evil is marked by an impulsiveness of action and disregard for the lives of others, but contains four distinct Dispositions that differ in their degrees of Chaos and Evil.

* **The Predator:** Chaotic and Evil
* **The Marauder:** Strongly Chaotic and Evil
* **The Defiler:** Chaotic and strongly Evil
* **The Reaver:** Strongly Chaotic and strongly Evil
Dragon Slayer

Dragon Slayer is the seventh book in the Blood Moon series, ninth chronologically speaking. It follows the journeys of Razog, a roving messenger and Luceel, a reckless fortune-seeker as they strive for freedom in a tyrannical world.

## **The Big Picture**

### **The Warlocks**

**Although the plan to take down Tolnor has been foiled, Vaeliang and her servants move to bring about the collapse of cities worldwide, so that their three armies can march forth and bring annihilation to Creation. In addition, while the head of these House Aiataar makes preparations to recall all loans made to major cities. Vaeliang calls upon the ogres, the shock troops of Darkness, to rally to her banner. In Vaishun, Drakon Maianos assembles his vast hordes of beast-men in order to assault Seraphis and extinguish the solfar once and for all. Benniszth has acquired two out of three bodies for Mikhalinn's resurrection, and the third is "in the works", but first must fulfil a different purpose.**

## **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**
Antheia

Antheia, the Mother Earth

### Precepts

Agriculture, corn, crops, farmers, farming, farms, planting, plant growth, rural communities, seeds and vegetables.

### Symbol

A basket overflowing with fruits and vegetables

### Sacred Colour

Brown

Antheia's holy symbol

### Typical Worshippers

Farmers, those whose lives depend upon agriculture (except orcs)

### Alignment

Neutral Good

Antheia is the goddess of agriculture, plant growth and crops.

## **Dominions**

Antheia is known as a matron of farmers and those who provide supply lines to cities and armies.

### **Clergy**

Antheia's clergy oversee and lead farming communities. Her priests are known to oversee more urban areas, such as larger villages and towns surrounded by farmland, whereas her druidic clerics are to be found in the forests and meadows of wilder areas, seeing to it that the balance of plant life in these areas is maintained. Priests of Antheia maintain that since their flocks require the providence of the Earth Mother to keep their great numbers fed, that their more organised faith is superior and truer to the goddess's will that that of the druids. In response the druids believe that since the goddess herself is very rarely spied outside of the forests where they make their abodes, that the priesthood have forgotten their origins in favour of industry, sacrificing fidelity to Antheia in exchange for the increasing comforts of civilisation. Although a schism exists between the priests and the druids, there is no great enmity between the two sects and both seem to find roughly equal favour in terms of divine attention. Wherever they tread, clerics of Antheia find respect amongst the peoples of the world, for their role in feeding the masses is known to be a vital one, both within cities and beyond their walls.

### **Non-clerical Followers**

Those seeking to protect communities, those seeking to preserve their hold over farmland regions, anyone seeking to make use of the earth for farming, homesteading or construction, low-born villagers and peasants whose lives hinge upon her favour and graciousness. Armies whose lives depend upon steadily maintained supply lines of food also offer her copious reverence.

## **Theology**

Antheia is a prominent member of the Pantheon of the West, within Araia finding worship amongst the peoples of Arktorah and within Naen finding followers within Sandoria.

### **Divine Relationships**

Antheia, as the goddess of planting, is wife to Lek-Ken, the god of harvests, and the two deities are often worshipped together as a composite spirit.
Elder of Urana

The Elders of Air are followers of the Primordial Urana, and dwell atop the highest mountains of the world in northern Araia. Like all followers of the Primordials (excepting lightbringers and warlocks) they have little to do with the everyday existence of common folk and other churches of sky-gods.
F'Shoona

F'Shoona, the Brutal

### Precepts

Atrocity, brutality, crucifixion, cruelty, destruction, glaciers, maple trees, massacres, pain, perversion, rage, rampages, sadism, slaughter, wolverines and yetis

### Sacred Colour

Red

The holy symbol of F'Shoona.

### Name of Day

3rd of Frost's Fall: The Day of Slaughter

### Location

Some say he wanders the Wastes searching for victims, others that he was imprisoned deep beneath the ice during the Scourge of Shadows.

### Alignment

Chaotic Evil

F'Shoona is the god of brutality, pain and slaughter.
Lawful Good

Lawful Good is the top-left section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Lawful Good is marked by a controlled method of action and strong regard for the lives of others, but contains four distinct Dispositions that differ in their degrees of Law and Good.

* **The Builder:** Lawful and Good
* **The Philosopher:** Strongly Lawful and Good
* **The Defender:** Lawful and strongly Good
* **The Crusader:** Strongly Lawful and strongly Good
Magus

"Magus" (pl. "Magi") is a term used to describe someone who treads one of the Five Esoteric Paths of Magic. There are two broad groups among the Magi: the Sacred Magi, who follow the Old Religions laid down by the trolls and the Profane Magi, who have blasphemed the Law and twisted the Paths to their own dark purposes. These two groups are bitter enemies, and both are persecuted by the followers of various different gods.