recursal/Fanatic-Fandom huggingface dataset:
About Tieflings by a Tiefling

Tieflings are the result of a fiend, like demons, yugoloths, devils and evil deities, who bred with humans. Often-times within a human family tree a tiefling doesn't even show up for generations and can be a surprise if it had not been known about the ancestors.

While tieflings generally are known to be cunning and full of personal allure, people tend to feel unsettled and uncomfortable around them.

Most tieflings could look entirely human, others had one or more physical characteristics. They include horns, prehensile tails, pointed teeth, eyes with solid orbs of either black, red, white, silver or gold. Sometimes more unusual features showed such as sulfurous odor, cloven feet or very uncomfortable auras. Skin could be into the reddish hues past human colors, and hair could be more blue, red or purple.

In general, tieflings had better reflexes than humans and had natural talents for thievery and hiding.

Due to their appearance, most tieflings were either killed at birth or never reached adulthood, unless being borne with only subtle features, or to those parents who either did not care or had cruel intentions.

When it comes to bloodlines of tieflings, the physical appearance mostly depended on the exact ancestry, and could be many generations removed or lay dormant. So tieflings could also have forked tongues, leathery or scaly skin, smell of brimstone, unusual warm flesh and so on. Tieflings sired by Rakshasa might have furred skin or feline eyes, or ones sired by the god Mask tended to cast no reflections, or shadows.

Usually Tieflings only had one or two of any of the described features, though.

It must be noted that, just like humans, tieflings could have all sorts of alignments and were not always evil. However most were more capable of guile and had an innate resistance to heat and a hint of bloodlust that gave them an edge in combat. Tieflings in general always had a potential for rage and potential evil, and some could even learn to unlock their fiendish potential further, sprouting wings such as those borne by many fiends.

As with any race that could trace back to more than one race in their ancestry, and especially because of their different appearance and potential for evil, many tieflings knew they were different from an early age.  Not only did they look different, they also tended to have strange urges and desires due to their ancestry and were usually not raised with love like humans might.  Thus they usually tended to be bitter individuals who expected rejection from all around them and also tended to be distrusting and self-reliant.

Tieflings had no culture of their own nor a homeland of their own, so some embraced their heritage and were actually proud of it, while others felt ashamed and frightened.

As varied as tieflings were, so were their religious believes. Most commenly though they worshipped Asmodeus, Beshaba, Cyric, Gargauth, Mask and Shar, for example.

- The signature of Kaminah Kambion
Charm person or animal

**Spell level:** druid 2

**Innate level:** 2

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single

**Duration:** 2 rounds + 1 / 3 levels

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** clarity

**Description:** In the eyes of the target animal or humanoid, the personal reputation of the caster is improved by 50%.

## Notes

* When cast against a player character (PC) or a PC's associate, this spell causes a dazed effect instead.
	+ The duration of the daze effect, if at least 4 rounds and the target is a PC, is halved under the normal game difficulty setting, and quartered under easier settings.
* Merchants under the influence of this spell will suffer a -10 penalty to their opposed appraise check (if they make one) when opening their store. This usually means that prices are adjusted 10% (of the item's value) in the PC's favor.
Cure critical wounds

**Spell level:** bard 4; cleric 4; druid 5

**Innate level:** 4

**School:** conjuration

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** instant

**Save:** ~~will for 1/2~~

**Spell resistance:** yes

**Description:** The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.

## Notes

* On the "normal" difficulty setting and easier, curative spells cast on a player character are automatically maximized, or double the constant part (+1 per caster level) if already maximized.
* This spell inflicts positive energy damage on a targeted undead, unless the creature is friendly to the caster.
* Contrary to the in-game description, there is no saving throw.
Confusion

**Spell level:** bard 3; sorcerer/wizard 4

**Innate level:** 3

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** large (5 meter radius)

**Duration:** 1 round / level

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** clarity

**Description:** Affected creatures either wander randomly, attack a random target, or simply stand still.

## Notes

* If the duration is at least 4 rounds, then it is reduced for player characters to a half when the difficulty setting is "normal", and to a quarter at easier settings. This is cumulative for each PC affected *(a bug)*.
* While this spell can be cast with extend spell, the duration will not be doubled due to a bug in the script.
	+ A fix for both bugs is available on the Vault[1]

## Custom content notes

* *script:* `NW_S0_Confusion`
* *OnHeartBeat script:* `NW_G0_Confuse`
Wiki rules

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Cure serious wounds

**Spell level:** bard 3; cleric 3; druid 4; paladin 4; ranger 4; cleric with healing domain 2

**Innate level:** 3

**School:** conjuration

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** instant

**Save:** ~~will 1/2~~

**Spell resistance:** yes

**Additional counterspells:** ghoul touch

**Description:** The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

## Notes

* On the "normal" difficulty setting and easier, curative spells cast on a player character are automatically maximized, or double the constant part (+1 per caster level) if already maximized.
* This spell inflicts positive energy damage on a targeted undead, unless the creature is friendly to the caster.
* Contrary to the in-game description, there is no saving throw.
Dirge

**Spell level:** bard 6

**Innate level:** 6

**School:** evocation

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** large (5 meter radius)

**Duration:** 1 round / level

**Save:** fortitude negates

**Spell resistance:** yes

**Description:** The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of strength and dexterity ability score damage each round. If the enemy leaves the area of effect, their strength and dexterity are restored.

## Notes

* Added in the expansion packs.
* This spell is subject to the mobile area of effect bug, in which an area of effect can lag behind the character it is attached to, allowing that character to actually exit the area of effect if moving fast enough. This results in the spell ending prematurely. (A fix for this is available on the Vault [1]).

## Custom content notes

* *script:* `x0_s0_dirge`
* *OnEnter script:* `x0_s0_dirgeEN`
* *OnExit script:* `x0_s0_dirgeEX`
* *OnHearbeat script:* `x0_s0_dirgeHB`
Drown

**Spell level:** druid 6

**Innate level:** 6

**School:** transmutation

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single

**Duration:** instant

**Save:** fortitude negates

**Spell resistance:** yes

**Description:** The caster creates water in the lungs of a target creature. Any drowned creature takes 90% of its current hit points as bludgeoning damage. Golems and other nonliving creatures cannot be drowned.

## Notes

* Added in the expansion packs.
* The "nonliving creatures" that cannot be drowned are any of the construct, elemental, or undead racial types.
The High Elves

The High Elves, also known as Gold Elves, sometimes as Sun Elves due to their superior ways, are the closest subrace of elves to the Eladrin. They are extremely rare and sought after in the realms due to their intelligence. Charming and eloquent, High Elves typically felt themselves superior to most other races, including other elves. Like all of the Tel-Quessir, the High Elves were close to the height of humans, but with notable differences. High elves have wonderful bronze-colored skin and hair most often of copper, golden blond, and black, with red more uncommon but not unheard of. High Elves typically have green eyes, though golden ones were also common, often with a liquid appearance, and silver, black, hazel, or copper hues had also been seen. Like their Moon Elf brethren, male High Elves were typically taller and heavier than females, sometimes by as much as five inches (~12.7 centimeters) or twenty pounds (~nine kilograms).

High Elves had a reputation for being stronger and more durable than other elves. This was not necessarily the case for all the elves. High elves are known as the sole protectors and inheritors of Corellon Larethian's legacy in the Prime Material Plane. Patient and deliberate in most of what they did, they demonstrated an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go.

Rushing was out of the nature of High elves, who, while less sporadic than most races, had a mastery of whatever they applied themselves to. The High Elven qualities of patience and mastery often both demonstrated themselves in High Elf art. High elven architecture, while undeniably beautiful in most cases, was often flashier than what other elves commonly built, a quality in part due to the fact that High Elves would accept nothing short of perfection, working tirelessly in their art to constantly raise the aesthetic bar.

High Elf art, poetry, music; all of these demonstrated a regal attitude that had come to be closely associated with High Elven tastes. To a High Elf, the grander a piece the better. Heroic ballads or tragic epics the preferred form of literature amongst the subrace. High Elves loved and enjoyed learning, perhaps even to a point that others might find surprising. Nearly all High Elves had access to a private store of knowledge and no self-respecting High Elf lacked the capacity to read or write.

Contrastingly, many Sun Elves preferred clothing that was at once beautiful and understated, with subdued colors like blue or green favored over bolder hues. Most Sun Elves decorate themselves with gold or mithril embroidery in subtle patterns woven into the design of their clothes and which added to the beauty of the clothing without seeming flashy or showy. Similarly, most sun elven jewelry was simple in appearance, but in fact exquisitely complex both in construction and design.

A pair of signatures are listed, Aenorian and Alyena Amarthedir (*skeletonProblems* and *Shanninndrah*)
Suspicious Activity

* Joined Sacred Kingdoms in February 2019.

* Author of the majority of books on the module.
* Loremaster
* "We're not just going to stab the goblins. We're going to cut out their living guts, and use them to oil the plates of our armor. We're going to murder those lousy bastards by the barrel."

## **Active Characters**

Lamorak Giraldus - Active

Balthazar Prae-Dolore - Active

Thomas Garrent - Active

## **Inactive Characters**

Agaros Xamaroth - d*eceased; slain in the Coliseum of Kings by The Desecrator.*

Agmar Bergman - following Red Knight's guidance, he joined The Citadel of Strategic Militancy.

Raknash Halkarnash - last seen boarding a ship to Waterdeep. Rumor has it, he was seeking access the Spine of the World.

Marvo the Magnificent - returned to the mainland on tour.

Novac Grayson - called to serve as a priest in Waukeen's clergy in Athkatla.

Quintin Bloodgood - departed to Thay to serve the Companions of the Pallid Mask.

## **Books Written**

**Agaros Xamaroth**

* Counting Coup of the Isles
* Necromancy as a Weapon Against the Undead
* On Leadership
* Seek the Truth - Past, Present and Future
* The Fox of the Moon
* Write It Down!

**Agaros's Magnum Opus**

* The Three Brothers

* Minastos
* Arkazon
* Xaphales

**Dr. Morioka (NPC)**

* The Greatest Natural Lubricant

**Lamorak Giraldus**

* The Night of The Abomination

**Quintin Bloodgood**

* Death and Undead
* Traffic in the Fugue

**Marvo the Magnificent**

* Speak the Truth and Laugh

**Novac Grayson**

* Foul Signs of Talona
* The Balance of Health

**Raknash Halkarnash**

* The Path of Conquest
Agaros Xamaroth - Dealing with Devils

The first rule of dealing with Devils is simple – don’t.

The second rule of dealing with Devils - unfortunately, you may be forced to do so.

Sentient Outsiders to the Prime Material Prime frequently negotiate contracts between the parties involved. Baatezuu, commonly known as Devils, are undeniably the greatest negotiators in the multiverse. The Nine Hells are by far the most brutal, ruthless meritocracy one can ever encounter.

The equivalent of low hanging fruit for Devils are the ambitious and power-hungry mortals. The most common traits among this segment is one – the parties involved are typically morally bankrupt to begin with. Two, they called out to the darkness, for the darkness will always answer. Three, all too frequently, the low hanging fruit thinks him or herself smarter than a creature who is the physical embodiment of twisting the law to its own benefit.

The more desirable candidates are the poor unfortunate souls who have fallen on hard times. A plague that cannot be cured. An impending battle that is assured to fail. Even the wish for the return of a loved one. Innocent souls are the delicacies of Hell.

Devils scheme, plot, and scheme again. They are patient beyond our comprehension. On the rare occasion, an ancestor makes an infernal pact, damning the bloodline into servitude. The Devil may call in this agreement several generations removed from the original party. Thus, an innocent completely ignorant of this agreement may be forced into slavery.

Remember dear reader, you may be smart. But, you are not smarter than eternal evil.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.
Arkazon

## The Second Brother

**The Slavemaster**

**He Who Sees with Blind Eyes**

**The Horror under the Mountain**

The entrance to his tomb has a warning sign covered in blood, left behind by some unfortunate adventurers. This ebon monster is the ‘second most powerful’ of the three. He is protected by beholders within this lair.

Arkazon is likely to be evil in the most traditional sense of the word. Slavery is an act of evil. Within Arkazon’s Caves, the orcs and onyx skinned dwarves, they ceaselessly toil toward unknown goal, and attack intruders. These creatures are beyond help; put them out of their misery.

His Gatekeeper is a Fire Giant. Fire Giants as a species are known for their martial tyranny. Additionally, on the route to his stronghold, the party must overcome Beholders. These Aberrations also have an inclination for dominating literally any entity that is not a replica of themselves. With these two distinct species, the Slavemaster epithet is appropriate.

The fact he has subjugated such xenophobic, paranoid, and megalomaniacal creatures from the Far Realm…has me question what his motives are. I fear just how powerful he truly is. Perhaps the Beholders’ collective madness is what keeps Arkazon underground.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.
Dismissal

**Spell level:** bard 4; cleric 4; sorcerer/wizard 5

**Innate level:** 4

**School:** abjuration

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** colossal (10 meter radius)

**Duration:** instant

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** gate

**Description:** All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect.

## Notes

* This spell has a +6 bonus to the saving throw DC.
* "Enemy spellcasters" is misleading, as all characters who fall under the "standard hostile" targeting scheme can have their associates dismissed. Thus, depending on the PvP and difficulty settings, associates of party members – and even of this spell's caster – might be dismissed.
* This spell is the only one that can directly unsummon (as opposed to dispelling) the black blade of disaster (or any custom summons that are flagged as plot).
* The spell may be targeted within the described range and a visual effect will play at the target point, but the actual dismissal is centered on the caster, so creatures more than 10 meters away will not be affected.
Aurora Thorne

Aurora Thorne, or her alias Lady Sun is the Herald of Evening Glory. She arrived to the Isles in 1372, with the disappearance of the relics from the old world and the magical sundering that washed over the Isle, it is unknown how much time has passed, though it is assumed to have been 2 years.

Age:  25

Height: 5’9

Build: Slim and athletic

Eyes: Ice blue

Hair: wavy and white

Aurora, if seen outside of her covering dress and hood, is stunningly beautiful, her skin pale and flawless, she is the epitome of elegance. From her walk to her dress it is clear that she is a far cut from the masses. If you catch a glimpse of her face she has stark white hair, her lips will be covered in a black lipstick and her eye a beautiful blue, the other a cloudy white. Her face will present an emotionless, neutral expression. Above all these striking features nothing will stand out more than her feathered wings, and cold aura.
Nessie

*Nessie (ネッシーNesshī)* is an 1979 Toho unmade kaiju film.

## Plot

A "Loch Ness" Monster appears in the pacific where it begins attacking and Destroying all ships that it sees in its sight. and after attacks...

## Information

*Nessie* was a Toho Company-production with a British film Company, Hammer, famous for their horror films from the 1930's onward. The film was first proposed back in 1976, but it was continually delayed to 1978. Toho included the film in their 1978 lineup and even released an advance poster, however by 1979 the film was scrapped.According to the big main poster, the film would have been directed by Bryan Forbes, with Teruyoshi Nakano as special effects director and David Frost, Euan Lloyd, Michael Carreras, and Tomoyuki Tanaka as producers. Columbia Pictures and David Paradine Productions were also involved in producing the film. A 250-page script for the film had even been completed by the time it was cancelled.

## The poster information

the original poster was made by an artist in toho or hammer Companies (or artists).
Call lightning

**Spell level:** druid 3; cleric with air domain 3

**Innate level:** 3

**School:** evocation

**Descriptor:** electricity

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** large (5 meter radius)

**Duration:** instant

**Save:** reflex 1/2

**Spell resistance:** yes

**Description:** All enemies within the area of effect take 1d6 points of electrical damage per caster level, to a maximum of 10d6.
Cure critical wounds (others)

**Spell level:**

**Innate level:** 4

**School:** conjuration

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** instant

**Save:** none

**Spell resistance:** yes

**Description:** The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of positive energy damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.

## Notes

* The caster suffers 5 magical damage for casting the spell.
* When cast with maximize spell, the die roll is incorrectly set to 8 (instead of 32).
* The damage applied to undead is actually negative energy damage (a bug).
* On normal difficulty setting and easier, curative spells cast on a player character are automatically maximized, or double the constant part (+1 per caster level) if already maximized.

## Custom content notes

* *script:* `X2_S0_CureOther`
* This spell can be assigned a spellbook by editing spells.2da.
Camouflage

**Spell level:** druid 1; ranger 1

**Innate level:** 1

**School:** transmutation

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 10 turns / level

**Save:** none

**Spell resistance:** no

**Description:** The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any hide checks.

### Previous versions

* Prior to version 1.66, the duration of this spell was 1 turn per level.
The End of an Age

This time period has many names.

* The Old World
* The Old Kingdoms
* The Relic Wars
* The Last War

All of it refers to the time when within these isles, three kingdoms: Eladramere, Almariah and Helzbelt, stood united against a common enemy: The Desecrator and his legions of the Cursed undead. What followed was a chain of events that inexorably destroyed each kingdom.

Immediately following the destruction of the Relics, all magic within the land ceased to function...for two years...

**Out of Character**

This was a storyline meant to dramatically overhaul Sacred Kingdoms. References, callbacks, Easter eggs can be found all across the module. For those interested in learning how this all started, we begin with **Rayclast Styxx - Studying the Relics - Chapter One**.
Armageddon Tower - Helzbelt Mages Guild

*Posted on the front gates of Armageddon Tower in Helzbelt and upon the front door of the inn and tailor's shop in the city is an unfurled, pristine scroll of parchment upon which is written a short note in sharp, angular and immaculately tidy script.  The message is long, but precise:*

> Subsequent to negotiations with King Talavar and pending signing of a contract formalising the terms agreed during aforementioned negotiations, I have been appointed to the position of Helzbelt's **Lady of the Arcane**.
>
>

> Subject only to the ultimate authority and oversight of King Talavar himself, from henceforth I have authority over all matters to do with Armageddon Tower from the basement level upwards, authority over the study and practice of arcane magic within Helzbelt, responsibility for the training and education of all such practitioners within Armageddon Tower's walls, and responsibility for ensuring fair trade practices are adhered to over the manufacture and sale of crafted goods and enchanted items by arcane magic-users who make such goods.
>
>

> To ensure full and complete fulfilment of these responsibilities, I require the following:
>
>

> - **ALL users of arcane magic** (whether the source of their magic is **study, soul, or song**) who reside within Helzbelt are henceforth **required to register** their status with Armageddon Tower, either to myself directly, or via a notice handed to one of the librarians of Armageddon Tower working within its walls.
>
>

> - The sole **exceptions to this rule** are those for whom **song** is the source of their magic, for whom registration is **optional**. Doing so, however, has the benefits of the protection and mediation of Armageddon Tower in any disputes encountered, the accessibility of Armageddon Tower's crafting expertise and knowledge, and the status that comes with being a member of Armageddon Tower's Guild of Arcane Practitioners.
>
>

> I may be contacted by a note slipped under the door of my private chambers at the top of Armageddon Tower.
>
>

*The parchment is signed with a phrase: **"Dismissed-from-Delights".***
Color spray

**Spell level:** sorcerer/wizard 1

**Innate level:** 1

**School:** illusion

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** 10 meter cone

**Duration:** instant

**Save:** will negates

**Spell resistance:** yes

**Description:** **Color spray** sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the hit dice of the affected creatures:

 3-4
 5+
Circle of death

**Spell level:** sorcerer/wizard 6

**Innate level:** 6

**School:** necromancy

**Descriptor:** death

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** large (5 meter radius)

**Duration:** instant

**Save:** fortitude negates

**Spell resistance:** yes

**Additional counterspells:** death ward

**Description:** A wave of negative energy bursts from the target location. A number of enemy creatures equal to 1d4 per caster level must make a fortitude save or die, beginning with those creatures with the lowest hit dice. Creatures with 9 or more hit dice are unaffected.

## Notes

* Contrary to the in-game description, the area of effect is large, not colossal.
Bigby's crushing hand

**Spell level:** sorcerer/wizard 9

**Innate level:** 9

**School:** evocation

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** single

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** yes

**Description:** A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of bludgeoning damage each round.

## Notes

* Added in the expansion packs.
* The grapple check starts with a modified attack roll:

```
d20 + caster's ability modifier + caster level + 12 - 1.

```

If this roll meets or exceeds the target's armor class, then an actual grapple is attempted:

```
*caster:* d20 + ability modifier + caster level + 12 + 4 vs.
*target:* d20 + strength modifier + BAB + size modifier.

```

A tie means a successful grapple.
* For these checks, casters with wizard levels use their intelligence modifier, and all other casters use charisma.
* The "held" effect is normally paralysis, but a target that is immune to either paralysis or mind-affecting spells will be immobilized instead. This allows the target to perform actions while held stationary and changes the options for removing this spell.
	+ While *remove paralysis*, *freedom of movement*, and *restoration* will remove paralysis, none of these are effective against immobilization. (Removing the paralysis also removes the hand and associated damage.)
	+ While dispelling can remove any spell, it is particularly effective at removing spells that had inflicted immobilization.
Delayed blast fireball

**Spell level:** sorcerer/wizard 7

**Innate level:** 7

**School:** evocation

**Descriptor:** fire

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** huge (6.67 meter radius)

**Duration:** 1 round / *2* levels

**Save:** reflex 1/2

**Spell resistance:** yes

**Description:** The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect, to a maximum of 20d6.

## Notes

* Though the description mentions "enemy" creatures, the spell uses the standard hostile scheme for triggering. So, the caster or the caster's allies can trigger the explosion, depending on PvP and difficulty settings.

## Custom content notes

* *script:* `NW_S0_DelFirebal.nss`
* *OnEnter script:* `NW_S0_DelFireA.nss`
Hallowed Forest - Hot Springs

Almariah once laid claim to these Hot Springs. Revered by both the Druids and the Kara-Tur, this pool was left undisturbed, save for one small hut that served as a changing room. Even after The End of an Age, the warm, comforting waters continue rise up from somewhere undiscovered within the land.

The Wardens have laid claim to the Hallowed Forest, the ruins of Almariah.
Destruction

**Spell level:** cleric 7

**Innate level:** 7

**School:** necromancy

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single creature (or placeable)

**Duration:** instant

**Save:** fortitude partial

**Spell resistance:** yes

**Description:** The target creature must make a fortitude save or die. A successful save still results in the target taking 10d6 points of divine damage.

## Notes

* This spell can target placeables, which will automatically fail the saving throw (no roll is made), and are destroyed (unless plot).
* This spell does not have a "death" descriptor, so immunity to death magic only prevents the death effect upon a failed saving throw; it does not prevent the damage resulting from a successful save.
Xapheles, Minastos, and Arkazon

If it looks like a demon, smells like a demon, and hits like a demon it must be... a demon? The three creatures reside in their respective realms, tempting adventurers to try their hands at defeating them.

These NPCs have rolls associated with them.

**Lore 30 :** The three are not demons at all, but spirits exorcised from the Relics when they were given to the cities. Each represents a different aspect of the Axis: good, neutral, and evil;

**Lore 50 :** They occasionally get together for tea parties. Attacking them during this time is considered suicide;

**Lore 70 :** They answer, ultimately, to the Master of the Void and the Lady.

Since the destruction of the Relics they have not been seen.

See ***The Three Brothers*** for more information.
Xaphales

## The Third Brother

**Death's Cold Embrace**

 **The Beast of the Summit**

**Remorseless Winter**

At last, the most powerful of them all, Xaphales. This emerald green brute makes his home atop the mountain. At the time of this writing, Xaphales Peak is the highest known point on Forgotten Isle. Like all the other three, he is subject to immense speculation.

What makes Xaphales immensely terrifying is his Aura of Death. Those who are not protected are likely to be slain once within proximity. Add in the number of Winter Wolves, whose very breath freezes their enemies, Death’s Cold Embrace is very, very near.

Strangely enough, he is the only one of the Brothers to have his own dedicated cult. The Church of Xapahales was established beneath the wintery summit. Whether or not Xaphales cares or even notices the cult, is unknown. Like the rest of the Brothers’ minions, they attack any not of their own flock.

I have managed to eavesdrop on their sermons. Mad, grandiose litanies praise Xaphales’ supremacy over all other beings. They wish for winter to cover the land. In a twist of irony, the territory they control is as temperate as most of Forgotten Island.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.
Divine favor

**Spell level:** cleric 1; paladin 1

**Innate level:** 1

**School:** evocation

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 1 turn

**Save:** none

**Spell resistance:** no

**Description:** The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).

 6
 9
 12
 15

## Notes

* Added in the expansion packs.
* The bonus damage (reported as magical damage) is from a damage increase effect, so it ignores both damage resistance and damage immunity.
* The bonus to attack provided by this spell counts towards the +20 attack bonus cap.
* This spell applies to the character, not to the weapon, and is therefore unaffected by changing weapons.
The Red Harlequin (series)

***The Red Harlequin*** is an Italian science-fiction/fantasy series by Roberto Ricci, with the illustrations by Pascal Demure. The series has five total books, all told from the perspective of Asheva.

## World

The world of *The Red Harlequin* is divided based on colors. There are seven types of Chromes in the world: Black, Red, Green, Blue, Violet, Orange, and Yellow. The basis of each color dictates how a Chrome acts and behaves. For example, the Blue Chromes specialize in trading and merchandise; while the Black specialize in warfare, glory, and honor. All Chromes live in a specific city associated with their color (ex. Everdia for the Green).

Those who do not conform to the standards of Chromes are dubbed "Harlequins".

## Books

### *Of Masks and Chromes*

The first book of *The Red Harlequin* introduces the world of the series and how perception can effect everyone.

### *Kingdom of Deceit*

After Asheva's escape from Ayas with Chtomio, Asheva begins to understand the Territories. His trek leads him to the Red Kingdom, a nation divided by castes and power.

### *Rise of the Harlequin*

A year after the events of *Of Masks and Chromes*, Asheva decides to try and unite the Territories.

### *A New Dawn*

Asheva and his army continue to unite the Territories and destroy the Black Nation.

### *The Seer*

A prequel focusing on Prince Chtomio and Seer Sybilla as told to Asheva and Cestia by Thalassino.

## External Links

* Instagram
* Official site (website link defunct as of 2023)
* Pascal Demure - Pinterest
Agaros Xamaroth - Necromancy as a Weapon Against the Undead

This book is...begrudgingly...dedicated to Velsharoon, the Archmange of Necomancy.

He is a perfect example of the relentless, amoral pursuit of power, and possibly the greatest Red Wizard in the history of Thay.

Better luck next time, Szass Tam.

I was born in Thay, and saw the atrocities. Legions of undead were used to handle ceaseless labor of everyday life. All for the ignoble glory of the Zulkirs.

Ask any citizen about the Zulkirs, and the lich lord, Szass Tam, will be brought up. In response to these horrors, Necromancy became my first specialization. As the old adage goes, 'knowing is half the battle.'

I saw what was being done with countless corpses. I chose to combat those who would dare to tread down that dark path.

The process of becoming a lich, in far too many instances, requires amoral and many times, evil acts. Once the transition is complete, a lich must consume souls to coninue its existence.

As a lich ages, the undead's mind deteriorates. This becomes even more troublesome as the necromancer who became a lich was not very far away from madness to begin with.

To combat undeath and madness, you must use spells to protect yourself against negative energy and erect mental barriers to preserve your sanity.

There are many spells that are specific to destroying undead. Vampires are particularly vulnerable to *Sunburst*. *Undeath to Death* will destroy all but the strongest creatures.

It is possible to disguise yourself among the mindless shambling hordes to get closer to the true power controlling them. It also possible for a sentient undead to develop a 'blush of life' to fool others for a time.

Always be wary when using this formidable power of life and death. I have said many times, power is an addictive, silent toxin - consume it at your own risk.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.
Displacement

**Spell level:** bard 3; sorcerer/wizard 3

**Innate level:** 3

**School:** illusion

**Components:** verbal

**Range:** touch

**Area of effect:** single

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** The target gains 50% concealment, displacing the caster's image several feet to the side, similar to the abilities of a displacer beast.

## Notes

* Added in the expansion packs.
* This spell does not have a somatic component, so it can be cast while wearing full armor and shield, ignoring arcane spell failure.
* This spell is quickly superseded by *improved invisibility* as the latter grants all the benefits of the former (plus invisibility) for a longer duration (turns instead of rounds). The one advantage of *displacement* is that it is not removed by *invisibility purge* (which can be used to one's advantage, using *displacement* in combination with *invisibility purge* against an opponent using *improved invisibility*).
Barlon's Experimental Monk/SD/DD Epic Dodge Tank ((WIP))

Race: Dwarf

Alignment: Any Lawful

Starting Stat Array:

8 STR

18 DEX

14 CON

16 WIS

8 INT

6 CHA

1st Level Monk: Toughness

2nd Level Monk

3rd Level Monk: Dodge

4th Level Monk

5th Level Monk:

6th Level Monk: Mobility

7th Level Monk: Invest 10 Skill points in Tumble

8th Level Monk:

9th Level Monk: Blind-fight

10th Level Monk:

11th Level DD

12 Level DD: Ambi

15 Level DD: TWF

16 Level DD:

17 DD

18 DD: ITWF

19 DD

20 DD

21 SD: Armor Skin

22 SD

23 SD:

24 SD: Great Dexterity

25 DD: DD Bonus Feat: Epic Energy Resistance Cold 1

26 DD

27 SD Epic Dodge

28 DD:

29 DD: DD Bonus Feat: Epic Energy Resistance Fire 1

30 Monk:Epic Energy Resistance: Acid 1
Blood frenzy

**Spell level:** druid 2

**Innate level:** 2

**School:** transmutation

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to constitution and strength and a +1 bonus to will saves, while suffering a -1 penalty to armor class.

## Notes

* Added in the expansion packs.
* The armor class penalty is to the dodge category.
What killed you, made us stronger!

What killed you, made us stronger!

By Anastasia Karania (*eyeballl*)

In loving memory of Agaros Xamaroth, High Mage of Eladramere.

OOC: this song’s rhythm is set to Kelly Clarkson - What Doesn't Kill You (Stronger)

We know that you are with us

We don’t fight alone

You still wear our color

You make us stand strong as stone!

You always found the best in us!

You always made us laugh

Bet they think that everything is gone

Think they left us broken down!

Think that we would surrender!

But they do not know us 'cos they are dead wrong!

What killed you made us stronger!

We stand a little taller

Doesn’t mean I’m lonely, 'cos I’m not alone.

What killed you made a fighter

We will light up brighter

Doesn’t mean it’s over, doesn’t mean you are gone.

What killed you make us stronger!

Make us stronger!

Stroooooooooonger!

Not just me, Elad, but all.

What killed you make us stronger!

Stand a little taller!

Doesn’t mean it’s over, doesn’t mean you are gone.

Know that we will miss you, you are with us all.

I tell you we are stronger, because of you.

They didn’t think that we'd come back!

But we come back singing!

They tried to break us, but you see.

What killed you made us stronger!

We stand a little taller

Doesn’t mean I’m lonely, 'cos I’m not alone.

What killed you made a fighter

We will light up brighter

Doesn’t mean it’s over, doesn’t mean you are gone.

What killed you make us stronger!

Make us stronger!

Stroooooooooonger!

Not just me, Elad, but all.

What killed you make us stronger!

Stand a little taller!

Doesn’t mean it’s over, doesn’t mean you are gone.
Control undead

**Spell level:** cleric 6; sorcerer/wizard 7

**Innate level:** 7

**School:** necromancy

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single

**Duration:** 1 hour / level

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** sunbeam

**Description:** A single undead creature with up to 2 hit dice per caster level falls under the caster's control unless it makes a successful will save.

## Notes

* This spell bypasses immunity to mind-affecting spells. (It would be useless otherwise, since undead typically have that immunity.)
* Dominated creatures are associates and increase the PC's party size penalty for experience points.

## Custom content notes

* *script:* `NW_S0_ConUnd`
* The immunity bypass is hardcoded to this spell's ID (28) and the domination effect.
Death armor

**Spell level:** sorcerer/wizard 2

**Innate level:** 2

**School:** necromancy

**Descriptor:** magical armor

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 1 round / level

**Save:** ~~will negates~~ *none*

**Spell resistance:** ~~yes~~ *no*

**Description:** A magical aura surrounds the caster — injuring creatures that touch it. Any creature striking the caster takes 1d4 points of magical damage +1 point per 2 caster levels (maximum +5).

level
 4
 6
 8
 10

## Notes

* Requires Hordes of the Underdark.
* Contrary to the in-game description, there are neither saves nor spell resistance for this spell.
* Despite low damage, the spell remains useful, as enemies with resistance to magical damage are rarely encountered.
Rayclast Styxx - Mirror, Mirror on the Wall, tell me who is the truest heir of them all

"They hide from us but not only physically yet their secrets too. But why do they keep so much from us? From their own children?" Raising her hand Rayclast waved her arm over the pool of stil water within The Lady's Grove. The silver dust that parts from her hand hits the water's surface. The moonlight that shines upon this still pool reflects it's light not only from the pool itself but illuminates the light from the dust. The image of stars and the moon become so prominent within the water.

Lowering herself down upon hands and knees, dressed in her ever white attire, Rayclast gripped the grass by the pool and leaned over the water to stare upon her own reflection. Her white irises upon black eyes narrowing and staring against their mirrored selves. "I come looking for you Kalisha. You try to hide from your own children. Your duty as a mother has not been completed just yet. Alanyia looks for you yet and now more then ever needs your guiding words. Her position as guardian, her bloodline and a prophecy that was spewed out by The Lady requires your presence once more." Her right hand raised once more to take claim of an eye, that of a hawk. She drops it on the pool. The ripples that were created upon the waters surface distorting her image. "You can't hide from me." She uttered in determination as she claimed more dust. Yet this was a bundle of copper, zinx and nitric acid. Her fist closed as she sprinkles the mixture into the pool of water. At the very last a possession was dropped into this very pool. A ring given to her by Alanyia; that which once belonged to her mother. The pool turning into darkness as the Greater Scrying tries to locate it's target.
Kendike Xayel

Played by: Lanf55

Name: Kendike Xayel

Class: Pure Cleric

Deity: Ilmater

Race: Human

Age: 36

Gender: Female

Status: Survived the fall of Eladramere, missing after that

Faction: Eladamere - High Priestess - Mother of the Church of Ilmater

She was always seen with her bodyguard Nelliana Greyeyes (Sword of Ilmater)

She left the High Priestess status the day of the wedding of queen Starianna with Darian. Gossip told about her hatred to Darian, reason unknown.

She resumed the title after the Catastrophe, but vanished later.
Death ward

**Spell level:** cleric 4; druid 5; paladin 4

**Innate level:** 4

**School:** necromancy

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 hour / level

**Save:** harmless

**Spell resistance:** none

**Additional counterspells:** finger of death

**Description:** The target creature becomes immune to any death spells, spell-like abilities, and effects.
Erai

Disambiguation page for EraiThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Erai** can mean two things...

* Erai, a Red god?
* Erai, a male Red Chrome who appeared in *Kingdom of Deceit*?
Create greater undead

**Spell level:** cleric 8

**Innate level:** 8

**School:** necromancy

**Descriptor:** evil

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** point

**Duration:** 24 hours

**Save:** none

**Spell resistance:** none

**Additional counterspells:** sunbeam

**Description:** The caster brings a powerful undead creature into being. The type of undead is based upon the caster's level:

 16-17
 18-19
 20+
Minastos

**The Jailer of the Damned**

**The Wicked Sapphire in the Desert**

Minastos is believed to be the 'first' of the Brothers. In terms of "age," he may be the "oldest." The only evidence indicating this, is that he is found on the Cursed Isle. This island is the first recorded location within the Sacred Kingdoms. For reference, review the History of the Sacred Kingdoms – Volume I.

His image can be found in caves and cliff paintings. He is always a frightening blue figure standing alone, wreathed in crimson red flame. Dried out parchment bearing the Flaming Fist mercenaries seal, add further circumstantial evidence; he is the only one mentioned.

One particularly devoted archivist noted that they saw humanoid figures deep within the ruby and sapphire golems. The author explicitly writes, “They wander aimlessly, forever. But, if the light shines just right, I can see deep into the golems. I see a dark shape in the core of the golem. What I can see, despite the mind-boggling environment here, I truly believe, that there are bodies encased within them.”

In my ‘demon hunts’ on the Isles, Minastos is the “weakest” of the "Big Three." Do not let this fool you. He is still dangerously strong. He and his golems will attack any who venture into his hall.

I have tried numerous times to capture a golem to verify the perception of corpses at their core. Despite my best efforts to collect a sample of these golems, they crumble into fine colored sand upon destruction. This dust has no use beyond looking special.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.