recursal/Fanatic-Fandom huggingface dataset:
Bhoot

The bhoot is a demon obsessed with immersion in death, rot and horror. It is compelled to engage in debased malpractices with the dead, disfiguring and violating any corpses it can get its gruesome fingers upon. Nothing pleases this creature more than to reduce a beautiful living thing into a desecrated and defiled corpse, ruining its memory. It is often observed giggling and clucking gleefully while engaged in acts of mutilation and its wild eyes often roll in its sockets in a deeply disturbing manner. A bhoot disguises itself as those it has desecrated in order to evade detection, but can only maintain the ruse for a short period of time when around the attractive and desirable victims it seeks out to mortify.
Magic

Magic, or the "Arts of the Wise Ones", is an esoteric force within the world which allows those trained in its use the ability to interact with the spiritual universe to a degree exponentially greater than the faculties of the ignorant will allow.

Within the First Flame RPG, magic is accessible through the purchasing of arcana.

## **Magic Items**

* **The Deck of Taroch -** the fabled deck of the ancient magician Taroch, known to contain untold depths of esoteric power and seen as an item of chaos and trickery by the magi.
Chronicles of the First Flame Wiki

A central hub of information from which other more specific information can be reached.

## **System**

### **Alignment**

Pages concerning the content and mechanics of character alignment in the First Flame RPG.

### **Character Creation**

Pages concerning the process of character creation for the First Flame RPG.

### **Combat**

Pages concerning the procedure and handling of combat within the First Flame RPG.

### **Creature Creation**

Pages concerning the process of creature creation for the First Flame RPG.

### **Magic**

Pages concerning the various forms of magic within Thaelis-y'aada.

### **Strongholds**

Pages concerning the management of strongholds within Thaelis-y'aada.

### **Provinces**

Pages concerning the management of provinces within Thaelis-y'aada.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Micyuatar

The micyuatar is a vast demonic spore of rot and liquid death. In its true form, it appears as a shapeless, wriggling mass of black sludge-like tendrils which whip and twist with sickening rapidity. However, its preferred method of sowing ruin upon the material plane is to infest the bodies of entire communities with its virus which hollows them out and replaces their soul with sentient void-slime. This demonic essence desires only to propagate itself through the infection of more victims, and uses its puppets to infiltrate other communities and claim their populations for its own.
Lily Huang

## Powers and Abilities

Super Strength

The ability to **be stronger than what is naturally possible.** Users are glaringly, obviously and super/unnaturally stronger than their race because their capabilities are pushed beyond the natural level; making them immensely stronger than normal members of their species (in that 'verse) can be achieved by any method of training.
Wechuge

The wechuge, manaha or witikow is a spirit of bottomless hunger and starvation, driven to hunt and consume the living or to corrupt others into doing the same. Although being spirits not of the material plane they are obsessed with the disembowelment and rending of flesh with teeth and claws. They never sate their desires to glut themselves upon meat of any kind, rampaging and terrorising without end.
Province

Each country within Thaelis-y'aada is divided into a number of provinces within which are nested centres of political power in the region.

**Table I: Aspect Level descriptions**

 1
 2
 3
 4
 5

**Table II: Province Level descriptions**

 9
 18
 27
 36
 45

## **Provincial Cycles**

A cycle is ten years, and each cycle, each province experiences a new happening, a broad indicator of the changes that have taken place within their borders during this ten year period. To determine the happening which takes place within a province, roll 2d10 on the following table.

## **Inter-Provincial Happenings**

In addition to the provincial happening occurring within each individual province, each cycle there also occurs a single inter-provincial happening between a province and each of its neighbours. There are three possible types of inter-provincial happening.

**War -** Two neighbouring provinces roll nd10 where n is the province's Might facet, and the totals are compared, the province with the higher total winning. For every five points that the winning province's total exceeds the loser's, roll 1d10 and deduct 1 point from the loser's corresponding aspect value. On a roll of 0, no aspect value is lost.

**Trade -** Two neighbouring provinces roll nd10 where n is the province's Trade facet, and the totals are compared, the province with the higher total winning. For every five points that the winning province's total exceeds the loser's, roll 1d10 and add 1 point to the winner's corresponding aspect value. On a roll of 0, no aspect value is gained.

**Relations -** Two neighbouring provinces roll nd10 where n is the province's Resource facet, and the totals are compared, the province with the higher total winning. For every five points that the winning province's total exceeds the loser's, transfer 1 aspect point between two aspects within the losing province such that its aspect "balance" comes to more closely resemble the winning province's.
Ammut

The ammut is a powerful demon that has a savage animal-like appearance, believed by many sages to be the embodiment of man's fear of being stalked and devoured by creatures unseen. It possesses huge size and strength, yet stalks victims with impossible silence, ambushing them and dealing horrific injury. Nothing pleases one of these spirits more than to strike and withdraw repeatedly, removing a victim's limbs one by one until the final height of helpless terror is reached and their prey is devoured.
Preta

Pretas, also called "Hell beings" and "hungry ghosts" for their empty and spiritually ravenous nature, are spirits native to the neutral evil astral plane of Hell. Although they vary widely in form and behaviour, a common element binds these vicious entities together in kinship, and that is their need to inflict harm and suffering upon others either through possession or less commonly through direct inflictions of violence.

Pretas are the spirits of psychopathy and sadism, and any individual of neutral evil alignment has fallen for their seductive deceptions, knowlingly or unknowlingly. They are a twisted plague upon creation.

## **Types of Preta**

* **Babau -** weak but sneaky pretas worshipped by goblins, known to prey viciously upon children
* **Manaha -** demons of addiction and hunger found in the north
* **Rathak -** a harpy-like demon with snakelike neck, skull head and raven wings​
Hothul

Hothul is a half-orc member of the 40 Lashes, as well as a headlining performer at their base of operations, the Golden Cabaret, in Durkheim. A prolific local talent with a reputation as an accomplished singer and musician, Hothul is also one of the order's most skilled and deadly assassins. She is a woman that exudes and values class and elegance, but also maintains a degree of humility. She is the public face for the Cabaret and the Lashes in general within Durkheim, while the order's true leader Kastille prefers to operate from the shadows.
Carnatur

### Skill Points

Hand to Hand (Bite) 7, Conditioning (Health Gauge) 7, Conditioning (Cold) 7, Athletics (Running) 4, Evasion (Dodge) 7, Diplomacy (Intimidate) 7

## Actions

### Melee Attack(s)

+10 Bite +11 (19/4 Crushing, Slashing and Thrusting)

The carnatur is a gigantic predator of northern Gazabarad, a migrant from the jungles and swamps of the warmer climates of Aia-Goah.
Geomancy

Geomancy is the first elemental sphere of magic, that which deals with forces dwelling within the earth, stone and minerals of the material plane, that medium which became the root vessel of all life. These arts therefore grant the magician power over matter, from soil to metals.

## **Geomantic Magics**

#### **Threshold**

**Arts of the Underworld (Attainment) -**

### **The Student**

#### **3rd Key**

**Terragnosis (Spell) -**become led to the nearest location of a particular mineral of your choosing.

### **The Practitioner**

#### **5th Key**

**Passwall (Spell) -**traverse solid surfaces composed of naturally-occurring mineral.
Sapient Species

## **Humans**

* **Ayani**
* **Dreugh**
* **Itept**
* **Kazad**
* **Pichsie**
* **Shast**
* **Taian**

## **Dracoids - Dragon Spawn**

* **Chelon**
* **Echidna**
* **Kobalos**
* **Shryke**
* **Sirrush**

## **Dragons - Ancient Super-Weapons**

* **Agloolik**
* **Basilisk**
* **Gwythaint**
* **Kulshedra**
* **Jabberwock**
* **Linnorm**
* **Naga**
* **Nidhogg**
* **Verethra**

## **Gnomes - Nature Spirits of Earth**

* **Cyclops**
* **Dorrogar**
* **Goblin**
* **Ogre**
* **Orc**

## **Sylphs - Nature Spirits of Air**

* **Bacchan**
* **Kyasid**
* **Solfar**
* **Talfar**

## **Therics - Beast Folk**

* **Babivark**
* **J'Tengu**
* **Kirata**
* **Kitsune**
* **Matagot**
* **Minotaur**
* **Narashim**
* **Nezumi**
* **Ramid**
* **Raspel**
* **Zimbwi**

## **Undines - Nature Spirits of Water**

* **Nymph**
* **Panipo**
* **Sedna**
* **Triton**
Chronomancy

Chronomancy is the magical school which was developed for the management of space and time within creation. This is the magic which therefore famously deals with time travel and other temporal manipulations.

## **Chronomancy**

#### **Threshold**

**Clock Maker**

**Clockwork**

### **The Oracle**

#### **1st Key**

**Recognise Chronomancy**

**Response**

#### **2nd Key**

**Anticipation**

**Faster**

**Temporal Reflexes**

**Temporal Strike**

#### **3rd Key**

**Erode Action**

**Glyph of Conveyance**

#### **4th Key**

**Attuned to Words**

**Stasis**

### **The Chronomancer**

#### **5th Key**

**Converse**

**Hands of Time**

#### **6th Key**

**Glyph of Information**

**Untouchable**

#### **7th Key**

**Remove Time Bond**

**Temporal Ripple**

### **The Time Lord**

#### **8th Key**

**Celerity**

**Temporarily Unavailable**

#### **9th Key**

**Cocoon of Time**

**Ravages of Time**

#### **10th Key**

**Abeyance**

**The Edge of Time**
Tulkor

The tulkor is thought by many to be the largest mammal to live upon the landmasses of Thaelis-y'aada. The mystics dwelling amongst the tribes of Sifland state with certainty that these animals are highly intelligent and quite close to attaining a peculiar form of godhood, perhaps over other bovine species.
Mustekala

The mustekala is a fearsome beast of the trackless deep ocean believed to be a demon which crawled through a gateway to the void. Its tentacled and formless body scintillates with the colours of a world not familiar, each one at once mystifying and horridly unnatural. Hundreds of tiny bead-like eyes possessing similar hues crust both its exterior and its interior, seeming to digest reality with their very gaze. Rumours of the demonic impregnation these psychic horrors inflict upon the maddened cultists who venerate them are enough to warp the mind of those who hear them. The mustekala are believed to be the elevated servants of the archdemon kharybdis, and the masters of the alien ikuturso which dwell in the abyssal trenches of the world's inaccessible depths.
Tzavoa

The tzavoa is a demonic hyena-like beast of great size possessing a bottomless appetite for terrorism and destruction. It enjoys nothing more than to invade the homes of victims by force and slaughter all those within, cackling madly at their fear while rending them limb from limb. These terrible demons are worshipped by the zimbwi who seek to imitate their foul behaviour.
Games where you play as Arachnids

* Adventures of Spider Bro
* Arachnophilia
* Bitsy Spider
* Box Spiders
* A Day in the Life of a Spider with a Positive Attitude
* Deadly Creatures (Spider and Scorpion)
* Drunk On Nectar - The Nature Simulator (A spider)
* Holy Shit a Spider!
* Insatiable Spider
* Life of Scorpion Simulator
* Little Spider Franchise
* Love, Hate and Spiders
* Lovestruck Spider
* Natural Selection Franchise
* Operation Recon Spider
* Procedural Spider Flamethrower
* Relax Spider
* Snail Muncher
* Spider
* Spider: The Secret of Bryce Manor & Spider: Rite of the Shrouded Moon
* Spider: The Video Game
* Spider Disco
* Spider Dungeon Spider
* Spider Prototype
* Spider Spider
* Spideriana
* SpiderX
* Stilt Walker –Long Legs Spider
* Taragnanim Spider
Construction Sphere

The Construction sphere is one of the mundane spheres available to magicians within Thaelis-y'aada.

## **Overview of the Construction Sphere**

The construction sphere is aligned with the forces of civilisation, expansion and cultural endurance.

## **Construction Sphere Magics**

### **Level 0 (1 Point)**

#### **Mending**

Makes tiny superficial repairs to flawed or lightly damaged items.

### **Level 1 (2 Point)**

#### **Instant Locksmith**

Magically prevents undesired entry into a structure.

### **Level 2 (3 Points)**

#### **Endure the Elements**

Renders a construction immune to damage from weather and wilderness exposure.

#### **Purify Food and Water**

Removes impurities from natural consumables.

### **Level 3 (4 Points)**

#### **Major Repairs**

Performs reconstitution of a badly damaged or destroyed object.

### **Level 4 (6 Points)**

#### **Repel Vermin**

Prevents encroachment by vermin (insects, rats, other pests) onto a property or designated ground.

#### **Diminish Overgrowth**

Causes plant life to recede and die back over a large area.

### **Level 5 (8 Points)**

#### **Homeward (LN)**

Guides the caster along the safest and quickest route to secure civilised territory.

### **Level 6 (10 Points)**

#### **Animate Objects**

Renders a few items animate and basically sentient, subservient to caster's instructions.

#### **Stone Tell**

Touching the edifice of a stone building grants visions of its history, recent or ancient.

### **Level 7 (15 Points)**

#### **Spark of Civilisation (LN)**

Places the instinct to advance morally and technologically within the mind of a primitive culture.

#### **Indestructible**

Renders a construction immune to the ravages of siege weapons or heavy storms.

### **Level 8 (20 Points)**

#### **Animate Building**

Animates a construction built by the caster's own hands, including its contents.

### **Level 9 (25 Points)**

#### **Wilderness Antipathy (LN)**

Repels wild animals, evil-aligned characters and other threats to civilisation from a large area, permanently.

### **Level 10 (35 Points)**

#### **Frontier Beacon (LN)**

Gradually attracts people of good intention and the desire to build a livelihood to the location, resulting in the construction of a sturdy and thriving community.

#### **Restore the Desolate (LN)**

Ancient ruins and crumbling edifices very gradually restore themselves to their former functions and glory.
Soul Colours

This page details a brief list of all the 18 soul types available for play within the First Flame RPG.

## **Souls of the Heart**

**The Servant**

**The Supporter**

**The Charmer**

**The Achiever**

**The Aristocrat**

**The Romantic**

## **Souls of the Mind**

**The Arcanist**

**The Investigator**

**The Sentinel**

**The Companion**

**The Entertainer**

**The Adventurer**

## **Souls of Instinct**

**The Challenger**

**The Ruler**

**The Diplomat**

**The Dreamer**

**The Overseer**

**The Advocate**
Athatug

The athatug is a king amongst demons, genocidal ruler over a species that thrives upon mass murder and inhuman cruelty. Hulking and brutal beyond measure, its hold within the Void is a realm of broken bones, charred and mangled corpses and pervasive fear of destruction. The form of an athatug resembles a gruesome composite of the body parts of various creatures slain in gratuitously violent fashion, betraying this demon's nature as the incarnation of vengeful rage and homicidal impulses. It is an abomination of life perverted by the basest desires of dictators and tyrants accrued over thousands of years.
Tholotaru

An astral traveller stumbles where they should not...

In the times before the beginning, long aeons before even the coming of the Ancient Ones, the life stream took the form of mysterious tree-beings known now as the titans. The lives and deaths of these great beings are as obscure as their origin, but the fall of any civilisation always begins with degeneration and a lust for selfish fulfilment. This fact might well explain the existence of the tholotaru.

Tholotaru are teeming masses of gigantic humanoid demons which cling barely to the edge of creation, where the last essence of material reality touches against the outer darkness itself. Few within the world even have knowledge of their existence, and these individuals are usually devoted servants of darkness.

The power of even a single tholotaru is unimaginable, due to the age and entropic majesty this entity has accumulated over countless eons of time. They are older than the Ancient Ones and the least of them mightier than many fledgling gods. It is believed that many followers of Oblivion in fact serve the interests of these death titans, for they are its greatest servants - greater perhaps even than the voivodes who infest warlock flesh. Those who fear the Dark are doubtless dismayed by this knowledge, for if tens of thousands of these creatures are at the feet of the Annihilator, its might must be beyond even current reckonings, and daylight doomed to fail.
Angelatry

Angelatry is the worship of celestial beings so that one might gradually transform oneself into and angel. This is the Path of Solar Ascension walked by the world's great mystics and heroes since the dawn of creation.

### **The Illuminate**

#### **4th Key**

Celestial Symbiosis (Ritual, Lawful Good)

#### **5th Key**

Draw Down the Light (Attainment, Chaotic Solar)

#### **6th Key**

Divine Wisdom (Attainment, Neutral Solar)

### **The Solaris**

#### **7th Key**

Unveil the Blazing Sun (Spell, Lawful Solar)

#### **9th Key**

Firmament of Life (Spell, Neutral Selfless)

### **The Ipsissimus**

#### **10th Key**

Source of Creation (Spell, Lawful Selfless)
Benniszth the Blackened

Benniszth the Blackened was a Naenese warlock and vassal of Mikhalinn during the events of the close of the Second Era. A diabolist of great power, he was also a monster twisted both physically and spiritually.

## **History**

Benniszth was once an officer serving in the ranks of Emperor Jhosh (at this time known by his birth name, Benna Hass), leading a troupe of soldiers who were exceptionally cruel and did not limit their persecutions to the Empire's enemies, but also preyed relentlessly upon the peasant class. Numerous instances of rape, arson and unlawful torture were attributed to his unit under his sanction. and eventually when they were sentences to be rounded up and executed, he fled with them into the wilderness, where their number became disparate groups of bandits who proceeded to terrorise the countryside. The highwaymen who were led personally by Benniszth himself would later become the infamous Red Seventeen.

The Red Seventeen eventually came to travel numerous lands, having honed their heinous way of life over a period of more than ten years. They maintained relationships with a number of pirate crews, including a number who served Dru'Wan Blood-Reaver, and through use of these connections they found themselves upon the coast of Aia-Goah with the intent of delving deep into the continent of Vaishun in order to discover the legendary treasures sealed within the tomb of a great It-Eptan monarch. The impulsiveness which spurred this venture resulted in disaster, and half of the band met their demise on the way to the burial site due to loss of orientation and the terrible predators dwelling within the Vaishunian jungles. Once Benniszth and his remaining accomplices reached the tomb's entrance and unlocked the seal upon it, a serpentine monstrosity emerged from the depths and slaughtered his men. He was the only survivor, slaying the beast but succumbing to the terrible effects brought on by a mere scratch by its venomous fangs. His blood boiled and the flesh of his body seemed itself to partially melt, leaving him horribly deformed, crippled and alone in the deepest reaches of Charnoth.

Crawling inside the burial vault, inside he discovered his dark salvation from certain death - a consecrated robe of black silk and a pair of ritual daggers composed of a metal unknown to him, inscribed with runes of demonic power. Tracing the runes in his state of agonised semi-consciousness, he was visited by the demon which was later to become his patron - Carnivean. It offered him guidance out of his hopeless predicament in return for a blasphemous rite enacted to bring its essence closer to the physical world. At the creature's behest, fire erupted upon the ancient it-eptan king's burial slab, reducing the withered corpse to ashes and super-heating the stone. Benniszth was ordered to disembowel his dead companions and to cook their organs for consumption, the demon's voices echoing inescapably within his head. He did as he was bidden, and after spending a few days resting within the tomb eating flesh and fruits his patron pointed out as safe he departed back to the coastline, navigating by spiritual visions.
The Seven Schools of Magic

There are seven schools of magic within Thaelis-Y'Aada, each with their own functions and precepts.

## **The Seven Schools**

* **Necromancy**, the 1st School
* **Consecration**, the 2nd School
* **Witchcraft**, the 3rd School
* **Sovereignty**, the 4th School
* **Divination**, the 5th School
* **Evocation**, the 6th School
* **Alchemy**, the 7th and universal School
Creature Creation

Decide the creature's size and from this its physical attributes using the tables below. Then assign its mental and emotional attributes.

**Creature statistics by size category**

### **Creature Statistics**

**Health Gauge**

**Defence**

**Def Cap**

**Armour**

**Attack**

**Speed**

### **Creature Tier**

A creature's tier represents its suitability for use in a moderate-difficulty combat encounter with a group of **4 characters**.

Rate the creature on each of the five columns above that it is applicable for and determine the average tier at which it rests across all columns. for example, if a creature rates at HG tier 4, Armour tier 5, Attack tier 6, Defence tier 5 and Special tier 4, its tier is calculated as (4+5+6+5+4)/5 = 4.8 = 5.

Once the tier has been calculated using the above table, adjust as necessary by up to 2 tiers in either direction according to the creature's benefits and weaknesses. Can the creature fly? does its breath weapon hit multiple targets? Is it immune to a variety of damage types? These questions and those of a similar vein should be considered when finalising a creature's allocation to a tier.

#### **Creature Skills and Sparks**

Creatures should have the maximum skill ranks in any skill the GM deems appropriate (max ranks = 5 + provisional creature tier) and half ranks in some others. Provisional creature tier is the creature tier as calculated without skill point allocation, without skill rank addition to attack and defence rolls, etc. The creature's actual tier needs to be calculated once all of its statistics have been finalised. Creatures do not qualify for sparks but may be given benefits which cause similar effects.

### **Tier-Derived Hit Points**

Once the creature's final Tier has been calculated and modified if necessary, add a number of hit points to its HG to finalise its creation, as follows:

### **Alignment**

Creatures with an intelligence score above 2 are to be given an alignment and an alignment qualifier. Qualifiers are always (95% of the species are of this alignment), usually (66% of this alignment) and often (40%).
Allip

The allip is a demon believed to thrive upon terror and creeping paranoia. It is a facet of the shattered psyche of Amarok, a god associated with nightmares and abduction worshipped by the kyasid. Victims (usually children) who are captured or lured from their homes by these horrid creatures are often found later impaled upon the branches of trees in nearby woods.
Ischaagysh

The ischaagysh is a demonic entity of gigantic power and sickening aspect. It is a composite of perverse desires to consume the filth and innards of sentient creatures amassed over thousands of years, given physical form by sheer malice and hunger. As a zata-level demon, it is mere steps away from being a being of truly godlike power.
Dovah

Dovah is the current Chieftain of the Drakemunde. She was the wife of Dorumarr, and succeeded him as Chieftain after his death at the hands of the Forgeborn. While just as resolute in her dominance of the other tribes as her husband, Dovah is an honorable and charismatic leader, and is grooming the black dragon Kreva-Dra-Kaas, the daughter of Drak-Vo-Ruul, to serve as her mount.
Aberrations

A list of aberrations living or extinct within Thaelis-y'aada follows.

### **Bavaan'see**

The bavaan'see is a kyasid female who has been chosen by Oblivion itself of a dark purpose and twisted into a living nightmare. Her eyes are black, her hands tipped with ebony claws and her skull crowned with the spiked antler of a monstrous deer. Despite these mutations, her beauty is used to seduce and consume males of the fey races.

### **Draugr**

Draugr are animated corpses or skeletons of the deceased, usually created by profane necromancy. Animation of the dead is achieved through the forced habitation of a corpse by a shell, minor demon or enslaved ghost or shade. Draugr possess no free will of their own, obeying the commands of their master or simply wandering sluggishly about, destroying any living creatures they encounter due to their demonic taint.

### **Ghast**

Ghasts are horrid contaminated creatures born when a mortal succumbs to wendigo psychosis, usually after being wounded or partially eaten by a ghul. They resemble corpses possessing uncanny intellect and a desire to consume flesh.

### **Ghost**

Ghosts are the spirits of dead mortals who met their end in a state of extreme psychic agony, malice or hatred, or of those who made such emotions their way of life. The "heaviness" of negative emotion anchors the soul in the matter of the physical world, rendering it unable to depart to the void for reincarnation.

### **Ghul**

Ghuls or "ghouls" are those cursed to an unliving existence by the demonic god Weendigo, most often for acts of cannibalistic atrocity, religious rites to the god's name or excessive obsession with the consumption of flesh. Ghuls resemble gaunt pale-skinned versions of their original form, but their eyes are an unblinking white and their teeth are replaced with rows of serrated saws which aid in the shearing of meat and bone.

### **Werewolf**

A werewolf is a fey humanoid which has fallen prey to the ravages of the demonic disease conceived by Amarok - lycanthropy. Their tainted essence subjects them to unholy cravings and transformations into a beast lusting only for the spread of affliction, nightmares and bloodshed.

### **Wight**

**Wights** are soulless abominations created through black arts known only to the most powerful of warlocks.
Pazuzu

The Unspeakable

The Winged Horror

King of the Wind Demons

Pazuzu is a Demon Lord of the Abyss. Commonly depicted as a great, winged bird-like demon, Pazuzu is called the *Dark Lord of the Four Winds*, and *Lord of Corruption*.

He was once an ally and even a lover to Lamashtu in legend, until she ascended to godhood - enraging the bitter and jealous Pazuzu, who betrayed her. The two were engaged in a great cosmic rivalry for eons - until Lamashtu fell into relative obscurity on Noxerra in the aftermath of the War. By contrast, Pazuzu's influence has only grown with the advent of the Hellmouth and greater demonic presence on Noxerra. It is also said that Pazuzu was one of the most ancient primordial evils, predating Tharizdun's creation of the Abyss itself - and that he manipulated the Chained God towards his fate to give himself his Demonic form, as well as deceiving Asmodeus himself into his fall from grace and subsequent rise to power as the God-Fiend.

Pazuzu is especially unique among his fellow Demon Lords given his propensity towards directly possessing his faithful - as well as unwilling victims offered as sacrifices. It is said that merely speaking his name can draw the eye of the Demon Lord, potentially leading to possession. Whereas most of the Demon Lords influence the planes of reality through followers or lesser demons - Pazuzu prefers to directly interact with the mortal realm, and is said to be responsible for a great many historical calamities (though he is just as often invoked as a scapegoat for various tragedies). He is a great corruptor of both mortals and extraplanar entities, making nefarious deals that appear promising but are ultimately damning - feeding off the ensuing corruption of those who would deal with him.

Pazuzu is primarily worshiped by demons of flight and dark mage's seeking power at great cost. He is also occasionally prayed to by mortal sailors seeking favorable winds at sea - making him an enemy to the sea goddesses Melora and Besmara as well.
Necromancy School

The necromancy school is one of the five magical schools available to magicians within Thaelis-y'aada.

## **Necromantic Magics**

### **Level 0 (1 Point)**

#### **Through Dead Eyes (LE)**

See the last moments of a dead body by gazing into its eyes.

### **Level 1 (2 Points)**

#### **Corpse Puppet (LE)**

Animate a recently deceased body as your puppet.

#### **Wave of Fatigue (LE)**

Enervate enemies with extreme and sudden exhaustion.

### **Level 2 (3 Points)**

#### **Infliction (LE)**

Lightly damage a touched subject with negative energy.

#### **Sickening (LE)**

Sicken living subjects by exposing them to death energies.

### **Level 3 (4 Points)**

#### **Bone Conjuration (LE)**

Convert several dead bodies into mindless, obedient draugr.

#### **Zombie Necrosis (NE)**

Transform one neutral evil or chaotic evil subject into an infected zombie.

### **Level 4 (6 Points)**

#### **Corpse Fire (LE)**

Set mindless minions ablaze with horrid energy, augmenting their power.

#### **Harm Other (LE)**

Inflict significant damage to a touched subject.

### **Level 5 (8 Points)**

#### **Wendigo Psychosis (LE)**

Transform one evil-aligned subject into a ravenous, cannibalistic ghoul.

#### **Withering Grasp (NE)**

Atrophy the muscles of a subject, inflicting attribute damage.

### **Level 6 (10 Points)**

#### **Life Bane (LE)**

Inflict heavy damage to another with a touch

### **Level 7 (15 Points)**

#### **Awaken the Dead Mind (LE)**

Grant sapience to a corpse puppet, draugr or zombie.

#### **Consumptive Field (NE)**

Absorb the essence of enemies to regain HG.

#### **Headless Horror (LE)**

Transform one evil-aligned creature into a headless dullahan.

### **Level 8 (20 Points)**

#### **Circle of Death (NE)**

Snuff out the life force of surrounding foes.

#### **Death Pact (LE)**

Make a pact with a dark entity to escape death once.

#### **Horde of the Dead (LE)**

Create a small army of horrid draugr servitors.

### **Level 9 (25 Points)**

#### **Mummification (NG)**

Transform one neutral good or lawful good subject into a sacred mummy.

#### **Embrace of Shadows (NE)**

Transform one neutral evil or chaotic evil subject into a full-blooded vampire.

#### **Flensing Rot (CE)**

Your enemy's flesh rots rapidly and peels from the bone, causing hideous damage and disfigurement.

### **Level 10 (35 Points)**

#### **Deathlessness (LE)**

Attain perverse immortality by transforming yourself into a dread koschei.
Adelaide Bouchard

## Powers and Abilities

### Mind Control

The power to **control the minds of others**. User can control the minds of others with targets being completely subject to their mental control. If the victims were placed into a semi-conscious state, they may not have any recollection of the previous actions that they performed while under its effect.
Demonolatry

Demonolatry is the worship of malignant beings so that one might gradually transform oneself into and demon. This is the Path of Dark Reflection walked by the world's most reviled adversaries since the dawn of creation.

### **The Cultist**

#### **1st Key**

Nihilistics (Attainment, Chaotic Neutral)

### **The Warlock**

#### **4th Key**

Surrender the Flesh (Ritual, Chaotic Evil)

#### **5th Key**

Call on the Dark (Attainment, Lawful Vengeful)

#### **6th Key**

Unlawful Knowledge (Attainment, Neutral Vengeful)

### **The Blaegard**

#### **7th Key**

Behold the Black Sun (Spell, Chaotic Vengeful)

#### **8th Key**

Chronos Slaying (Ritual, Lawful Soulless)

### **The Nihilus**

#### **10th Key**

Equation of Unmaking (Spell, Chaotic Soulless)
Kulshedra

## Traits

### Benefits

Fire Breath, Focus Breath, Invulnerability to Fire, Outrage, Sweeping Breath, Terrifying Presence

## Actions

### Ranged Attack(s)

+17 breath weapon +9 (15 fire, reflexes DC 28 for half)

## Sparks and Cinders

### Combat Status

7

Kulshedras, more commonly known as fire-drakes (and to lay folk, simply "red dragons"), are a subspecies of dragon living within Thaelis-y'aada. They are known to be the most despotic and vicious of all dragons, surpassed in wickedness only by the demonic gwythaints.
Mariam Adebayo

Mariam, at age nineteen.

## Powers and Abilities

### **Replication:**

The ability to **replicate oneself, others and/or objects.** User can instantly and perfectly replicate themselves and/or targets which can be objects or living beings, numerous times, while usually being able to recombine the clones. Most users have both of these abilities (if subconsciously), copying their clothes/equipment along with their body. Original target will normally be able to maintain control over all copies.
Oriadan Cathyrion

Oriadan Cathyrion was the eighth ruler of the Cathyrion Empire. The second child of Shaddar Cathyrion, he was sister to Vysteria and uncle to Caligan and Cruscilla. After the dark period of rule under Vysteria's children, the older Oriadan ascended to the throne following Cruscilla's death without having had an heir - similar to his own father's unexpected rise to power. While Oriadan was a diplomatic and fair ruler who restored order to the Empire's growing aggression and wild expansion in far-away regions, he was not without his own vices.

Oriadan was infamous for keeping what many suspected to be a drow mistress within his court and palace, who he was rumored to prefer over his elven wife. Oriadan would come to affect his dress with drow-inspired accents, jewelry, and iconography, and many suspected that he was a secret worshiper of Lloth and the Dark Seldarine. While none of his public policies carried such connotations, his private life and preferences were highly scrutinized. For these transgressions against elven tradition, he became known as the "*Demonweb Emperor*." While no great plots against the Empire ever arose from his rule, his legacy became marred in time by the conflicts between his heirs, Syrlucio and Kyber.
Gemma Ebihara

Gemma, age twenty-four

## Powers and Abilities

### Crystal Mimicry

The power to **transform into or have a physical body made up of crystal or crystalline substance**. User is made up of or can transform their body completely into crystal or crystalline substance. Users' transformed form is either anatomically identical to their normal form, aside of being made of crystal, in which case, it contains all to organs and is somewhat vulnerable to attacks. Alternately, the user can transform into homogenous matter, without any part of their form being more important than the other.

### Telekinesis

The power to **manipulate objects and matter with their mind**. User can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many superpowers that are based on "controlling/manipulating", and may evolve to the point that a Telekinetic can control anything at a subatomic, particle and universal level.
Hydromancy

Hydromancy is the second elemental sphere of magic, that which deals with forces dwelling within the humid principle of the material plane, that medium which first propagated primal life. These arts therefore grant the magician power over water and a variety of other liquids.

## **Hydromantic Magics**

### **The Student**

#### **1st Key**

**Fluidity (Attainment) -** gain mastery over your emotional nature.

#### **2nd Key**

**Sustenance (Attainment) -** go prolonged periods without food or water.

#### **3rd Key**

**Control Currents (Spell) -** gain limited control over the flow of any liquid substance - blood, acid etc.

### **The Practitioner**

#### **4th Key**

**Condensation (Spell) -** produce water from thin air, or reverse the process and evaporate it.

#### **5th Key**

**Water Breathing (Attainment) *-*** gain the ability to breathe underwater indefinitely.

#### **6th Key**

**The Body of Blood (Spell) -** transform yourself into a liquid form and alter its qualities as you so desire.

### **The Theurge**

#### **7th Key**

**Step Through Water (Spell) -** transport yourself anywhere on the planet by stepping through a liquid.

#### **8th Key**

**Vaporise (Spell) -** annihilate the fluids within a large area, reducing subjects to shrivelled corpses.

#### **9th Key**

**Call of Primordial Waters (Spell) -** reduce living creatures into a mass of single-celled microorganisms.
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Olaf Karstein

Olaf Karstein is the ruling Baron of the city of Karstein in Yarmouth. He is the most recent Baron in the Karstein family line from which the city takes it's name. Despite Karstein's status as the largest city in Yarmouth, the Baron himself has a reputation as an ineffectual and detached ruler who is content to let various crimelords and corrupt guardsmen run various underground schemes throughout the city. Karstein himself is notorious for having a lavish court of corrupt and depraved patrons he entertains himself with.
Fraz-Urb'luu

The Unsommonable

Fraz-Urb'luu is one of the Demon Lords of the Abyss. Called the Prince of Deception, Fraz-Urb'luu is a patron to illusionists and summoners, with a vast domain of the Abyss at his disposal. He typically appears as a massive, gargoyle-like demon.

One of the oldest and most powerful and knowledgeable Demon Lords, Fraz-Urb'luu was known to be a great rival of Graz'zt - the two being some of the demons gifted with great foresight when it came to their schemes and plans. Fraz-Urb'luu drew the ire of the Prince of Plans thanks to a dalliance he had with an ancient mortal witch that Graz'zt had been enamored with.

It is said that Fraz-Urb'luu had been temporarily imprisoned by mortals - who drew a great many secrets and arcane knowledge form the Demon Lord as he plotted his escape. Many of Noxerra's mages have theorized through the centuries that the *Necros Arcanos* - allegedly written by Vecna - is the result of this period, and the Archlich himself may have been one of these mages. The Prince of Deception escaped however, and is now a powerful patron to those who still seek knowledge, though has fortified himself against being summoned and imprisoned again - while maintaining a great army of his own to be sent across planes.

He is among the more agreeable Demon Lords in regards to mortals - having a legion of demons at his disposal to be summoned with ease by his faithful - and a great many enemies within the Abyss, each of whom aims to steal his well-fortified domain - though as always, Fraz-Urb'luu is rarely wholly honest, and his patronage comes at a high cost.
Nevora

Madame Nevora, as she stylizes herself, is a drow antiques merchant in the Lowers of Durkheim. Mostly a passive collector of the strange, arcane, and peculiar, she will purchase and sell just about anything that passes through her shop. She's also known to be something of an amateur fortune teller and enchanter, though these are not services that she freely advertises - even within the Lowers outside of the reach of the Orrukov Regime.
Keyisha Stewart

## Powers and Abilities

### Poison Generaton

The power to **create/generate variety of poisons**. User can generate, create, emit or otherwise produce poison/poisonous substance and somehow inflict the victim. For the sake of clarity: poison, toxin and venom are terms for any substance that injures the health or destroys life when absorbed into the system: poison is the general word, toxin is a poison produced by an organism (plant, fungus, animal); it is especially used in medicine in reference to disease-causing bacterial secretions, venom is especially used of the poisons secreted by certain animals, usually injected by bite or sting.
Nalder

Nalder was a member of the Blood Dogs, who served the tribe primarily as a cook. He was the original owner of Merric when the halfling was still a slave, having purchased him from the dragonborn slaver Trask. Merric served under Nalder for several months before Jorg-Hammer eventually came to meet with the Blood Dogs. In order to earn an audience with the tribe's chieftain, Jorrick, Jorg-Hammer entered into a duel with Nalder at the behest of Jorrick's son Cedric. Jorg-Hammer - with some magical aid from Merric - managed to defeat Nalder, who begged for mercy from the Havsbladen warrior. Jorg-Hammer declined, and as a show of strength executed the cook. As a result of his death, ownership of Merric transferred to Jorg-Hammer.
Raider's Run

Raider's Run, also commonly just called *"the Run,"* is a grouping of islands off the eastern coast of Sethulhmet. While not considered a slaver state, some slave trade still occurs across the islands, though they are mostly unsettled and used mostly for various smuggling and piracy operations - with many pirate vessels preying on the merchant vessels that regularly sail the Run as the main trade route to the northern parts of the wasteland. The largest island is notably home to Port Sestyra, a large harbor town that serves a kind of neutral ground between pirates, smugglers, and traders - and is also home to the Flagfort and the Court of Colors.
Calistria

Calistria is the goddess of revenge and lust in the realm of Noxerra. Before the War of the Nine Knights, she was one of many deities worshiped primarily by the elves of Sol as a member of the elven pantheon - the Seldarine. With the post-war collapse of many pantheons and gods, Calistria survived and has taken her place as a powerful cosmic figure, and grown petty and cruel in her ascension to this power. Among other worshipers, Calistria has found a large foothold in the wasteland by employing a secret order of assassins known as the 40 Lashes. Calistria encourages absolute indulgence in the desires of her worshipers, as well as an expectation for those who call on her aid to pursue revenge at any cost against those who have wronged them.
Draxys-Vyz-Aeryn

*Draxys-Vyz-Aeryn*, "the Demon's Maw" in Common, is a great underground volcano in the underdark of Zventhos. Surrounded by a massive lake of magma, the volcano's domain makes up much of the western edge of Zventhos. In the folklore of the underdark, the Demon's Maw is called as such because it is said to be a place of great demonic energy and presence, with dark, powerful magic emanating from it, with some even speculating it to be a portal to the Abyss itself. The region surrounding the volcano is highly dangerous and unexplored, and it is a place of great fear and anxiety even for the drow who called Zventhos home.
Bane

The Lord in Iron

The Iron-Fisted

Bane was one of the major deities of Noxerra, before the War - a war god worshiped by rogue factions such as some of the more savage barbarian tribes of Halestrom or the orc clans of Morninguard. An ascendant deity, Bane was supposedly once a mortal man who achieved godhood through nefarious deals with a long-forgotten death god.

Bane was among the most brutal and antagonistic even in the cosmic realm - making few allies among other gods, and enemies of nearly all of them. Bane was a patron to tyrants and would-be conquerors, and as such was occasionally invoked in times of war by nations such as Valtoria or Yarmouth, but the faithful were fleeting - and prominent worship of Bane was confined to the outskirts of civilization.

In the aftermath of the War, Bane has fallen more into obscurity - but has still been invoked by conquerors and founders of nation-states, including Jarod Zalharad during the Jeweled War for Jadus, as well as many of those among the Tribunal of Kaath. Smaller shrines to Bane can also be found in the city of Durkheim, though he is still largely displaced by Droskar and other duergar deities, and even the diplomatic church to Pelor operated by the Church of the Lost Dawn.
Borguul

Borguul is the chief bodyguard to Dre'Gardde, as well as a bouncer for the Cauldron. He is a half-orc, and takes his job very seriously. He is mostly employed as muscle for Dre'Gardde, intimidating his enemies across the Witching District and serving as a public face for the crimelord. He guards Dre'Gardde's personal chambers in the Cauldron and typically does not allow visitors in. Borguul is a capable fighter, and is also known to be impressive at drinking games.
Apotheon Shards

**The Apotheon Shards** were ancient objects of immense magical power. The shards originated as a singular cosmic object that fell to Solerra in ancient times from the stars. Some have hypothesized that this object was perhaps a star itself, a god, or perhaps some alien lifeform. Whatever it's origin - when the object entered the planet's atmosphere it fractured into several pieces - at least ten of which landed on the continent of Solerra. The fractured pieces of the object became known as the Apotheon Shards - due to the immense, godlike power they seemed to generate.

For several years, the Shards were merely a legend. However, during the Sol Rebellion, the elven mage who would become the Mage-Emperor sought them out to aid in the revolution against the High Queen. With the aid of the Knights of Nine, the mage managed to find one of the Shards. Together, they used it to depose and execute the High Queen. In the aftermath of the Rebellion, the mage and his Knights set about establishing the Sol Empire.

As the Empire flourished however, the Emperor thirsted for the power that the remaining nine shards might grant him - most importantly, the gift of immortality. He scoured and ravaged his own Empire for these Shards. The Knights - now calling themselves the Betrayed - staged their own coup against the Emperor after pursuing the Shards themselves, defeating him and taking a Shard each for themselves. However, before they could access the full power of the Shards, the Emperor cursed the Knights' blood and life-force - forcing them to create the Blood Runes as a conduit to access the Shards' full power.

In the aftermath of the Emperor's defeat, the Knights each created from their individual Shards the Apotheon Artifacts - using the raw material magic of the Shard to create a more unique, purposeful device or weapon - that was still bound by the Emperor's curse to use in conjunction only with the matching Blood Rune.

Thus - in the post-war present, the Shards are effectively no more - with their original form having been broken down and infused into the Artifacts. The original Shard, however, that was used to defeat the High Queen, was supposedly kept with the body of the Mage-Emperor - unaltered and in it's original natural state. With the mysterious disappearance of the actual kingdom of Sol, however, that first Shard is also presumed to have been lost.