recursal/Fanatic-Fandom huggingface dataset:
Ghouls

Ghouls, by many thought to be a high-level type of zombie, are in fact highly specialized combat oriented Necromancers.

## Appearance

Ghouls can switch between two basic forms of appearance. Their normal look is that of any member of their respective race, while their battle form is that of a humanoid dog-like figure. Elongated limbs possessing supernatural strength and speed ending in claws tipped with Dead Man Blood, making them especially dangerous for Vampires, and a canine-like mouth filled with sharp teeth.

## Ghoul Necromancy

Ghouls are highly specialized Necromancers, adapt in the creation of Skeleton type of True Undead. The form of ritual they practice requires the ceremonial cannibalistic devouring of the living or freshly dead victim they attempt to turn into a Skeleton. Through the devouring of the flesh of the body they use to create the Undead, they possess a much better feeling for the necromantic energies they manipulate, as such Ghouls have a 100% success rate when creating Skeleton Soldiers in such a fashion, and if pressed can create them extremely quickly as well. As a downside (or some may say upside) the Entropic Energies coursing through the Ghouls body drastically change their physiology and anatomy, giving them their dog-like battle form for which they are known.

## Weaknesses and Limitations

As with every crippling overspecialization come certain limitations. Ghouls, as a general rule, are only able to create Skeleton Soldiers and Ghosts. Most of the time they are also unable of Higher Necromancy, or of a more flexible use of the Art, like Life Energy manipulation, Cursed Items creation etc.

If they haven’t consumed undead flesh in some time they are unable to transform into their Battle Form. At some point in their life-cycle, they become dependent on the cannibalistic consumption of dead meat and need it to continue to live.
Theories of Magic

## Wisdom of Those That Came Before

Over the millennia many people: Wizards, Warlocks, Necromancers, Sorcerers and dabblers alike have come up with many ideas on just "How Magic works". Here are some of the observed and recorded theories of Magic.

## Notable Theories

### The Fundemental "Spell" Theory

A "Spell" is defined as a **Will** influencing Mana, either Mana gathered in its surroundings or from within its **Soul**, and using it to effect The World.

Different Magical Traditions see the details behind this differently but the above definition is often broad enough to include most interpretations.

### Mana to Mana Conversion Theory

One type of mana cannot be used to change its own color. You can't use Dark Mana to change Dark Mana into Light Mana.

### Color Mixture Theory

By combining Mana of one color with Mana of a second color it is possible to change the hue. If Mana of opposing colors mixes together the result is a loss of color (the mana loses characteristics of it's hue, but the mana does not get destroyed).

**Example:**

Light Mana can be used to manipulate Dark Mana (which is important for purification), and simply mixing the two would likely result in something "grey", which actually is not too different from ambient mana.

### Sympathetic Bond Theory

Mana of a specific color and hue resonates with other Mana of the same (or similar) color or hue, even over a distance. This theory also entails that it is possible to create sympathetic links by using material, verbal or somatic elements to make one thing "similar" to another which can be used for certain kinds of Magic.

### Idol Theory

An expansion to "Sympathetic Bond Theory". This theory states that any copy or representation of a certain object, being, legend or concept possess a weak sympathetic link to the thing it represents. This allows the "idol" to be affected by the thing it represents to some degree (often depending on the strength of the sympathetic link/how much power can be exerted through the bond) and, to a lesser degree due to the fundamental nature of the relationship between a "copy" and an "original", vice-versa so long as the "idol" does not deviate from what it is representing to such a degree that the sympathetic bond is broken.

**Example:**

Divine symbols used by priests, as well as churches and temples, use this principle to draw on power from the beings/forces they are meant to venerate.

### Greater Costs of Spacial Sending Magic Theory

Spacial Teleportation Magic which "calls" objects or creatures over a distance via a sympathetic bond consumes exponentially less Mana then Teleportation Magic which "sends" objects or creatures from one point to another of the same distance.
Obadon the Red

## He who was "King Over Dragons"

Obadon the Red is a historic figure famed for his mastery over Summoning Magic and for being the Sixth Spell King.

## The Tale of Obadon the Red

Once upon a time, Summoning was not really a popular brand of magic to learn. Most Light nation either regulated or outright banned it due to the ever-present danger of Calling something dangerous or Evil. All the while those who were Evil kept the secrets to successful Summoning a very closely guarded secret, usually within cabals of warlocks or mysterious Demonic cults.

All of the above reasons made the fatality rate for people learning this Magic being very high when compared to many other schools of magic.

So, all in all, (successful) Summoners were rare.

Due to that, people began to look down on Summoners. "Summoners **are weak**", Summoners are*"cowards who hide while other do the fighting", "fools who cant do anything on their own"...*

 However, these kinds of thoughts were tossed out the window with the coming of the man named Obadon.

Countless tales have been passed down via bards as well as historical documents (with a majority being records of collateral damage) about the legendary Father of Summoning.

While Summoning certainly is an ancient school of magic that far pre dates the Red Spell King it was Obadon who wrote the "Fundamentals of Summoning Magic", the book every person with even an inkling desire to study Summoning Magic has on their bookshelves. The principals he proposed were the foundation for almost all research within the field since.

Not only that but his many deeds and his legendary tenacity and desire to follow nothing except his own will and desires has netted him countless fans of all generations since his glory days to the present.

His refusal to obey the forces of the Dark or the Light and his rise to be the only human in history to rule over the proud Red Dragon clan earning him a special place in history.

He died while defending his castle at the former Ragnacore Mountain. **Former** because after that battle the location would become known as Ragnacore Crater.
Sooloavelli

- Evil

- Warfare (Master)

## The Man Who Gets Things Done

Sooloavelli is a Dark Elf former veteran minion - now Subordinate Dungeon Keeper to the Dungeon Keeper Grasthurasa.

He is infamous for being thrust into unreasonable confrontations and achieving several victories that, by all reasonable assessment, he should not have been able to claim. He is known for his tenacity and his ability to show his true skill when his back is against the wall.

## Appearance and Personality

Sooloavelli is a pale Dark Elf, but untypically for a member of his race he keeps his white neck-long hair slicked backwards and his beard well trimmed. He does not appear bulky but moves with an ease that speaks of long training and physical fitness. His skin is worn out and covered with numerous scars, giving him the appearance of someone who possesses a wealth of experience. His demeanor and pose reflect the image of a grizzled general.

Sooloavelli is missing his index finger and middle finger of his left hand, as well as his left eye (which he covers with a large black leather eyepatch).

Sooloavelli is a oddball by the standards of Dungeon Keepers as he has shown that he actually values the lives of his minions. A lifetime of being treated as less then even a disposable tool has left him bitter about the way Dungeon Keepers "waste" the lives of their minions.

## Subordinate of Grasthurasa

Soloaveli became a Dungeon Keeper only a few years ago. He was chosen to replace his predecessor after his Keeper, Grasthurasa, killed him for failing to live up to her expectations.

## Minions of Sooloavelli

### Jaquen (aka. Percival Miller)

A daring infiltrator, deceiver and spy. A male Human that makes it his business to win battles with glib tongue rather then by the blade.

His personal values were shaken by Henry Mason during the event of "Home on the Horizon" .

### Chio

A mysterious assassin originating from the Yuihon Shogunate. Confronted The Party during the events of the "Battle for the Portal" and fought alongside Merlin after they were stranded in the land of the Vorlorn.
Blueprints of J.R.

## The Legacy Of A Mysterious Inventor

During a period of time somewhere between 100 and 200 years ago, within the area of what is now the territory of Vonderwald, there lived an inventor.

This person was not famous or special, during his lifetime he garnered no attention and he lived and died in obscurity. Pershing in the field as just another a military engineer.

But around a century after his death the first of his blueprints was discovered.

Through his life this **J.R.** (his full name unknown) had created plans for numerous devices that, unlike the magitech of Ein Sof relied on raw mana and complex spellwork as little as possible - preferring to use mechanical principals and systems whenever he could. These blueprints, to this day, remain treasures in the eyes of people who can appreciate their worth. J.R. managed to create numerous devices, big and small, which - if used to their full potential - could change the life of everyone on Zyreema.

For better or for worse.

J.R.'s blueprints have been scattered however. Decades of being passed between people or being stored in obscure libraries belonging to warlocks that may not even know they have them have given the blueprints of J.R. a near artifact status. Dungeon Keepers, wealthy Underworlders and those on the side of Good vy for these blueprints, whether to expand some private collection or in order to further their own ends.

## Known Blueprints

### No.37 - "Leuchtstab"

A wooden grip with a glass canister attached to one side. The inside of this canister is supposed to be filled with a small amount of two substances, a powder and a liquid, both of which can be acquired in ample supply within the territory of Vonderwald. Mixing these two things together one creates a mixture which releases a ample amount of light depending on the amount mixed.

A simple replacement for the common torch, but not to be underestimated. The Leuchstab produces no heat or smoke and is far less cumbersome to carry around rather then a large amount of torches - making it very useful for spelunking and mining.

### No.4 - "Drachenbohr"

A complex blueprint of a large vehicle meant for excavation. Intricate internal workings allow for this device, larger then the average carriage, to burrow trough earth and stone - leaving behind a tunnel ready for use. The blueprints of the Drachenbohr that have been found are considered to be incomplete as it contains connection points for another device (presumably like a cart or similar to the Drachenbohr) to be pulled forward by the Drachenbohr's main body.

After the designs for this device reached the Kingdom of Nimbadnur some years ago the Drachenbohr was improved upon with several enchantments and improved metallurgical processes. Currently the Steel Wings make ample use of these experimental vehicles to besiege Dungeons.
Green Vale Kingdom

## The Forests Of The Elves

Located within the lush, towering forests that are located in the middle of Zyreema the Kingdom of the Green Vale is the region with the largest Elf population in The World.

It is a very old kingdom, with history going back over a millennia and a half, with very deep traditions and customs. It is one of the cornerstone members of the League of Good Nations.

## The Towns Amidst The Trees

There are no permanent towns or settlements within the Green Vale, rather the population there is divided into communities that constantly migrate within the larger territory. While these migrations may seem erratic or nonsensical to casual observation they are in fact guided by a system that the Kingdom has developed and honed over many hundreds of years. The resulting slew of ever-changing patterns is so complex that even the most keen and resourceful of Dungeon Keepers have been left racking their brains in a seemingly futile effort.

In addition, any attempts to outright invade their forests or destroy possible places for them to hide have, in almost all cases, ended in a rout or complete annihilation of the attacking Evil force. The Good forces in the region being unmatched The World over in guerrilla warfare and hit-and-run tactics.

Like the other longstanding nations on Zyreema, the people of the Green Vale have honed their defenses from very bitter experiences and take safeguarding their homeland as a noble duty that they preform with extreme intensity and discipline.

## Domains of Spirits and Druids

More than any other civilization on Zyreema, the people of the Green Vale live in harmony with Magical Beasts, Spirits and the nature around them.

Ancient pacts going back hundreds of years and longstanding circles of Druids, in addition to their own specific clergy of The Light, make up a very important facet of both their society and their defenses against Evil. Some examples include Druids that, borrowing the power of nature and the Spirits shape the forest and create the temporary settlements that the people of the Green Vale dwell in. Others include the War Druids and Rangers, who combine the Traditions of the land with martial prowess to fearsome heights.

## Scars of the Past

It should however be noted that the current Traditions of the Green Vale prohibit the use and study of certain kinds of Magic within its borders. Just like Ein Sof in the north they strictly ban the practice of Magic that warps space (with the sole limited exception being the miracle brought forth via Hero Portals), but they also display open disdain towards many other kinds of Wizardry, which bares a certain stigma in their folklore.
Valna

## The Dark Mistress

This statuesque and flirty woman is one of the so-called Dark Mistresses, kinky and twisted women who revel in perversion and lust for pain. Trademarks of her profession are the skintight leather catsuits and clawed gauntlets which Valna wears at almost all times.

She is currently under the employ of the Dungeon Keeper Merlin as an agent in The Underworld.

## Abilities and Skills

Valna is exceptionally good at getting people to talk - whether they want to or not. She is also proficient in melee combat, preferring to use her clawed gauntlets or throwing daggers if the enemy is out of her reach.

Valna is also a exceptionally good gourmet cook. Particularly so if the preparation and presentation of the meal involves careful knifework.

## Present day activities

Valna was one of the first minions ever to be hired by The Party during their first trip tothe Underworld. Since then she has worked mostly as an agent for the Information Department, eventually getting promoted to Head Field Agent in charge of the Underworld.

Outside of her work and peculiar "interests" Valna is actually a very pleasant person to interact with. Even going as far as getting along quite well with the faeiries from the Shining Concord such as Camila, which even considering that the faeries never got too personal, is quite a feat for someone from the Underworld.

When she is not being flirty or refining her skills with the tools of her trade (checking over manuals and catalogs of torture devices and methods) Valna enjoys embroidery and gourmet cooking. Some people have noted that embroidery especially is not a hobby one expects from a Dark Mistress, but those comments were silenced when Valna pointed out that she picked up the hobby to improve her needlework as "sewing a persons orifices shut is actually much harder then you would think".
Discord Server

We made a discord server for Bad End Friends, you can discuss everything about Bad End Friends, send your art and more!

Before joining, make sure to read over the rules presented below. For BadEndFriends' Wiki rules and policies, visit Wiki Rules

## Rules of the server

1. Be respectful towards members, the owner,the admins and the mods, any bullying, doxxing, raiding, homophobic, transphobic, sexism, anti-LGBTQ, racism, pedophiles, predators, hackers, etc. are unacceptable!
2. Your names, nicknames and profile pictures should be SFW!
3. No NSFW, IRL gore, or political content here!
4. No spamming, copypastas, linking any dangerous websites like IP grabbers, or pinging without reason!
5. No drama or raiding! (Contact with the owner, the mods, or the admins if you have problems.)
6. Advertisements only in self-promo channel
7. Verify yourself in the verification to get access to the full server. After verifying, introduce yourself in the introduction channel

## Voice Chat Rules

1. No trolling or bullying
2. Do not play inappropriate songs, music, or audio
3. Do not live stream or share any NSFW content
4. Basically, be nice

If you break the rules the owner, the mods, or the admins will mute/kick/ban you!

HAVE FUN!

## Link

Here is the link for the server! https://discord.gg/tC4WWRj87f
Xiphos

- Phalangos Ranch (owner of)

- Makhaira (Older Brother)

- Aspis (Younger Sister)

- Chief Knossos(Father-in-law)

-"Doril"(Brother-in-law)

- Old Man Dionysus (Former Mentor)

- Old Lady Hoplon (Godmother/Matron, Deceased)

## The Minotauran Rancher

Owner and operator of the largest Basilisk farm in the Labyrinth. He is the second-in-line for the position of village chief. The opening of the labyrinth was also the opening of a new world for him and his people.

## Abilities and Skills

Years of ranching Basilisks has taught Xiphos a great many skills such as: how to handle animals, how to avoid being bit, how to hold his own against angry reptiles, how to build and repair tools and buildings, and more.

After leaving his home he learned diplomacy, close combat skills, and the art of Ki manipulation.

His fighting style takes advantage of the difference in position between him and his opponents.

Through time and effort he has created a strong familiar bond with a Hydra, known as Namìne

## Personal History

### Labyrinthine times of youth:

Deep in the Subterranean Labyrinth in the Island of Minos, Xiphos was born as the middle child of his family. At the age of 28, Xiphos lost his mother, Xyston and father, Kopis to a hunting expedition gone wrong. Lady Hoplon took in Xiphos and his siblings. His older brother Makhaira joined the hunting expedition and his younger sister Aspis became apprenticed to the local Tanner. Xiphos himself began to apprentice under Old Man Dionysus as a Basilisk Rancher.

Years pass as Xiphos masters the craft of ranching with Old Man Dionysus. When Xiphos succeeded in the Minotauran Maturity Rites and earned the Title of "Thesus", Old Man Dionysus surprised him with a gift. Dinoysus had transferred the rights of the Phalangos Family farm to its rightful owner, Xiphos "Theseus" Phalangos.

Time marched on as Xiphos became a Pillar of the community occasionally locking horns with Doril the chief's son and Xiphos' soon to be brother-in-law.

Everything changed when the world shook and a Great Divide had opened up in one of the far walls of their world. The Labyrinth had opened.

### The World beyond the World:

Everything was a whirlwind of panic, concern, confusion, and grim determination. The Chief's council was called and an expedition to the other side of The Divide planned.

After a few expeditions came back mostly safe it was decided that an extended expedition was called for and boats were prepared to explore the vast foggy expanse of water that awaited on the other side.
Sorcery

## Magic in the Blood

While many who hold the potential for spell-casting pour over books and seek the knowledge of their predecessors to hone their craft, for others it simply comes naturally. They might appear similar to Wizards but their potential, their approach to magic couldn't be more different. For them Magic is simply in their blood. The Sorcerers do not **do magic** like Wizards do. To say that would imply that magic is some kind of tool that could **be used** - they know otherwise. To a sorcerer magic is a part of them, their birthright. To perform Sorcery comes as easily to them as breathing does for a normal person.In many instances, traditional magic techniques fail to help them improve because with their naturalism with Magic also come affinities and aversions to certain spells wholly unique to the individual. In many cases they learn only one single ability or one certain kind or style of Magic that feels the most natural to them.

Where this affinity comes from is still a mystery. Often it appears to be passed down from generation to generation (possibly due to one of their ancestors having an intimate encounter with a non-Mortal Race), but some cases are the products of experiments, magical disasters or accidents.

## Their Will Be Done

Sorcerers usually have one trick (or set of tricks) they can perform seemingly without conscious thought. Compared to a Wizard's spell their trick is much more flexible. With proper training and creativity a skilled Sorcerer will not only become stronger in his abilities but also find new applications for his talent.As such a Sorcerer must learn through experience. Often relying not on teachers or tome's but their own personal trial and error to learn the insides and outsides of their own Magic. This leads Sorcerers to all walks of life, from the people who never want to make use of their power and suppress it to warriors that sets their blade alight to a thief who makes their steps as silent as the night or a performer who adds some special effects to their shows.

## Example Sorcerers

* Ril Veius, a young half-Elf turned Dungeon Keeper who inherited a strange affinity for Summoning Magic from his parents.
Moslyeas

- Falya (3rd Daughter, biological)

- Meme (Youngest Daughter, adopted)

## The Keeper of Torture

Moslyeas was a Dungeon Keeper operating on the north of Zyreema, famed for her haphazard use of exceeding cruelty outside of battles. She was also quite infamous for her four daughters that served as her lieutenants: Virla, Vusulia, Falya and Meme.

She was the Dungeon Keeper responsible for the death of Herveus The Resilient (and her daughter Falya was the Necromancer responsible for him being raised as a Death Knight).

Moslyeas died during a battle against Keeper Zamild due to the clever plotting of her strategist Count Shambles and her General, Herveus.

## The Rise of Keeper Moslyeas

Moslyeas was the youngest of five sisters who worked under a Dungeon Keeper who was, just like Moslyeas would be known later, famed for his especial cruelty even among his peers (he was very infamously involved with the Underworld discovery of the Iron Maidens as well as his arena fighting spectacles).

Knowing that, should his real body ever die, his enemies and the more ambitious amongst his minions would make a run for his dormant Dungeon Hearts, he left them with one last dirty trick: He arranged that with the last beat all his Hearts would automatically cast the infamous *Final Showdown* spell, a keeper spell that teleports every living being in the vicinity, minions, enemies and chickens alike, into the Heart Chamber for one final showdown. Normally that spell is meant to pin one army against another to force a decision in a battle between keepers. But with the Keeper dead and the minion bonds broken, he knew it would turn into a massive slaughter.

It is unknown if that plan was simply one last act of spite and cruelty or meant as a massive blood sacrifice to appease the Dark God that would now take costudy of his soul and own him completely for the rest of eternity.

It took only 2 hours for the arena to become quiet. Perhaps it was due to her luck and cleverness that Moslyeas was the last one standing. She claimed her new Dungeon Heart as her well deserved prize, leaving the corpses of her sisters behind.

After summoning her first handfull of imps, her first stop was the Treasury. Grabbing a few sacks of gold she makes her way to the prison yard to buy out as many prisoners she could... the ones that didn't accept her offers... well... the slave market prices were on the rise... if not that the organ trade did well enough.

After slowly expanding her forces a well enough amount. Moslyeas began dipping her fingers into the hostage game.

## Becoming a Mother

After eight years of active Dungeon Keeping, Moslyeas began feeling lonely reminiscing her time with her sisters taking turns which would go first torturing the prisoners.
Hot Lake City

## The Orc Bastion

**Hot Lake City** is a large and mighty bastion for all of Ork kind located within a layer of The Underworld that is covered by an enormous lake of fire and magma.

It is a place where the strong constantly vie over supremacy and weakness is the only sin. Created by and ruled over by Ork Warlords this city is an important place for many a Dungeon Keeper, as its fierce nature makes for an excellent hiring ground for soldiers and minions.

## The City of Fire and War

The two major religions that hold power within this city are the cults of the Lord of Destruction and of the Mighty Tyrant. The citizens of Hot Lake usually offer their aligence to one of the two churches, depending on their own personal values (or if they benefit from siding with one side or the other at a certain point in time).

The current sovereign of the city, Warlord Fazreel, is an adamant follower of the Mighty Tyrant and has been granted several boons for his actions in the name of the Dark God. Needless to say, the followers of the Ruinous Flame have been trying to reassert power in the city for years.

## Life in Hot Lake City

Life in Hot Lake is not easy by any means. Thanks to the Union of Underworld Cities providing some measure of protection against Dungeon Keepers and the fact that rare few (with the exception of a few rampant wild Demonic Beasts) ever actually attack the city outright the population of Hot Lake has grown quite large.

This large population, as well as the "anything goes as long as you don't bother those higher up then you" system of administration, makes the city more dangerous then some stretches of wilderness on Zyreema.

So dangerous is the city for those who have not yet made a name for themselves that it is no surprise that Dungeon Keepers, or anyone offering coin and glory for that matter, will always find willing warriors to employ in Hot Lake. Still, most people would take their chances living in Hot Lake then venturing out to the untamed portions of The Underworld.

People that don't make a living as mercenaries in Hot Lake tend to fall into professions that serve to bolster the city further (finding a profession that is completely unrelated to war in Hot Lake is like trying to find a speck of Good in a Dungeon Keeper). Barber-Surgeons that get the constant flood of wounded back to their feet as best they can (lack of any reliable healing magic within The Underworld makes the mortality rate quite high) and Troll and Orc craftsmen to make the armor and weapons that Hot Lake is also famous for.

## List of Hot Lake CIty NPC

* **Warlord Fazreel** - the longstanding ruler of Hot Lake City. He has managed to stay in power for nearly 10 full years (which is considered a great achievement considering the matter of succession in Hot Lake is handled by a sword to the back). He is a mighty, as well as cunning, sovereign that few people would want to make an enemy of.
Thomas Garl

## Bound and Beholden

Thomas Garl is a powerful and seasoned warlock working for the Dungeon Keeper Merlin.

He used to work under Jarlwick the Vile and was the head Warlock of his Dungeon until the former Keeper imprisoned his soul inside of a skull. After that he was turned to stone and sealed into the Prison along with the Horned Reaper, Kalandra and the inactive Ogin.

Since his awakening on Albion he has made it his duty to "whip the wimpy excuse for a Keeper into shape" and has taken the position of Head Warlock/Head of the Magic Department in the Dungeon.

## Abilities and Skills

Thomas Garl, despite being reduced to nothing more than a skull, is not somebody to be taken lightly. He is a master in both the Underworld Wizardry as well as a master of **Ritual Magic**. Although he himself is incapable of casting spells without someone to assist him (he needs other people to draw magic circles for him) his expertise and skill are so great that all the junior warlocks in the Dungeon, and even Count Shambles, look up to him and do not dare to challenge him for his position.

Hushed whispers are made as to exactly who was his teacher, however. Due to Thomas himself being very old (easily over 300 years old if you count the time he was sealed) information on that is very scarce and the person in question has never answered even when directly asked. His specific Magic, however, bears resemblance to a certain famed caster from several centuries ago causing a lot of the junior warlock to speculate that he was, in fact, the apprentice to the legendary Queen of Webs.

## Father to the awakened

While Jarlwick the Vile was the man behind the creation of Kalandra and Ogin, it would have been impossible if not for the assistance of his former Head Warlock. Thomas had put in so much effort and time into their creation that he even considers himself a sort of parental figure for the two constructs. This eventually led him to attempt to assist Kalandra in her attempted escape from Jarlvick which led to their collective imprisonment and eventual sealing.

## Trivia:

* Thomas still wears his old top hat from when he was still human and uses pockets in it to store everyday items.
* Thomas still smokes a mixture of tobacco and "certain magical herbs" which he claims use to aid him in the proper growth of his magical circuits. Whether this has any purpose at all now that he is a skull is a matter that is still wildly debated amongst the rest of the research staff.
* Thomas's favorite drink is a brew of high-class Dwarf whisky.
* When the Dungeon was just founded, Thomas used to be carried everywhere atop a cushion by an Imp. Nowadays he rides atop a giant black spider named Bertha.
* Thomas can, in fact, breathe fire. It is one of the rare spells he can still do without assistance.
* Thomas is one of the few people that has managed to anger Ril to an extent where he gave out an actual punishment.
* Thomas was once punished by being hung on a pillar in Horney's throne room and was left there for several days.
* Thomas was once punished by having his head used as a soccer ball by goblins.
Vusulia

- Choa Xiaoli (Former Student of)

- Falya (older sister of)

- Meme (older sister of)

## The Fleshsticher Alchemist

Vusulia is an infamous alchemist of some skill, specializing in the molding and changing of flesh in living creatures.

She is also one of four daughters of the deceased Dungeon Keeper Moslyeas.

## Abilities and Skills

Vusulia is able to create a myriad of very potent alchemical concoctions, poisons and medicines. She is, and often does, brew more mundane substances such as different kinds of alcohol (the partaking of which is her hobby).

In addition to her skill at alchemy she also possesses extensive experience in keeping and training. This skill set greatly aids her in what is her specialization - the alchemical modification of living beings.

Vusulia is considered a genius at this. Able to create numerous alchemical monsters, both big and small, to do her bidding. She not only enhances existing traits of creatures but also combines them with parts of other creatures and even magical items in order to give them abilities that no creature in nature possesses.

## Appearance

Vusulia is a young woman with long, often braided red hair. She is on the slimmer side and closer inspection reveales she does not leave a very healthy lifestyle (though she conceals that very well with some ointments and makeup). She prefers to dress in ways that are equal parts functional and provocative, enjoying leading on people with her looks.

She possesses several tattoos on her body, some of which are enchantments she possesses for her personal safty.
Ogin

- Lightning Absorption

## The Self-aware Construct

Ogin is a golem created by Jarlwick the Vile sometime around three centuries ago. He now works in Merlin's Dungeon alongside his "sister" Kalandra.

## Abilities and Skills

Primarily created for battle, Ogin possesses a stronger and more durable body then even Kalandra.

In addition to him not needing sleep or rest, He is easily capable of lifting man-sized stone boulders overhead and hurling them for several dozens of yards. This, combined with his reinforced metal skin and bones make him a veritable juggernaut in close range combat. He is also surprisingly fast for his size and weight, matching Kalandra in speed.

He also possesses a very powerful Lightning-to-Mana Converter built into his chest, rendering him nigh-immune to any electricity-based attacks, as well as a self-repair ability which, albeit slow working, can heal most of his injuries given sufficient time and base materials.

## The Golem's daily life

For the most part, Ogin has lived a very inactive life. After his "birth" he proceeded to simply follow the orders of his Jarlwick until he was defeated and deactivated by enemy Keepers during his creator's demise. Ogin, to valuable to simply be destroyed, was stored away along with the petrified Thomas, Kalandra and the Horned Reaper on Albion until the day he was awakened due to the arrival of Ril Veius.

Since then, Ogin has been working with The Party. Strong as he is, he proved himself to be an invaluable combat asset many times over. When he is not called for some kind of battle or emergency Ogin's official position is the Vice-Head of the Cleaning Department. A position that, due to his tireless and straightforward nature, suits him surprisingly well.

His eternal poker face and his ability to loom over people no matter the time or place make him fairly difficult to talk to on occasion. While some, such as Eline or Merlin, appear to have gotten used to it, to date only Kalandra and Thomas to be able to tell apart the subtle signs of Ogin's otherwise undiscernable emotions.
Goostre Feno Miraquinal Adreauchur

- Mukrezar (Formerly Head Slave Chef)

- Ironhorn House (Servent Slave)

## The Loyal Manservant

**Goostre Feno Miraquinal Adreauchur** was the longtime servant of the Ironhorn family. Serving the young Devan Ironhorn even after his parents were killed.

He was murdered by the servants of the Dungeon Keeper Hemestis and raised as an undead walking bomb with the intention of spying or upon failure assassinating The Band.

## The Secret Grand Master Chef

When he was first captured by bandits at age of 20 in a waypoint in the Greenvale, **Goostre,** survived by offering his cooking services as a apprentice chef to the bandits. In return, they spared his life and kept him around for some time. Only to eventually sell **Goostre** to a slave trader for a bit of gold. and It was there he met his first master.

**Mukrezar** found **Goostre** and picked him up as a Impulse purchase as he was buying sacrifices for Dark Gods. Once bought and put into his kitchen, Mukrezar told **Goostre,** "No matter what ingredients I put into your station you are to make it into food worthy of Me, and if you fail to do so you will be taken as sacrifice"
The Great Barrier

## That Which Keeps Divinal Safe

In order to prevent them from manifesting onto Divinal they created **The Great Barrier**. While the true nature of this barrier is difficult for Mortals to fathom it is beyond question that its existence and the fate of Divinal are closely intertwined. This barrier not only prevents the Dark Gods from manifesting but also dramatically limits the power they can send over into the world. This means that Warlocks or Dark Priests drawing energy form the Dark Realms must make use of elaborate rituals or items to serve as conduits should they desire to pull a great amount of power over into the material world. The Barrier also downright prevents the high class Demons to pull energy in from their own Dark Gods, as the barrier rejects them from the world due to how close in nature they are to their creators. This means that for powerful Demons to come onto Divinal they require an immense amount of power to be provided from within the world itself.

## Holes Within The Great Barrier

As The Great Barrier is so important in resisting the Dark Gods many serving Evil have made it their life's work to destroy or damage it. And while The Great Barrier has, thanks to the efforts of countless generations of Heroes, withstood the worst of these plans it is not uncommon for damage within the Great Barrier to occur.

This damage is temporary under most circumstances, as The Great Barrier resists and restores itself over time. Damage to the barrier within a region usually means that the Dark Gods powers leak though and cause the are to get corrupted and for life there to weaken or even die out. Particularly damaged areas might even warrant the attention of The Light's agents on Divinal as priests or Heroes might deploy to aid in the revitalization of the land or the removal of what caused the damage in the first place.

There are only a few ways to create stable holes within the Barrier, as the divine power of The Light far above and beyond all but the most focused and mighty mortal efforts to interfere with. Some of these include:

* The Portal Network is a web of connected portals, many of which connect Divinal to places beyond the protection of the barrier. These holes, while relatively short lasting, can be created using the Portals consistently and are used as a means for Evil to invade the world.
* Dark Pools are basins of ink black water which are connected to the Dark Realms. They can only exist within Dark Temples, where the claim of the Dark Gods is at its strongest.
* Dungeon Hearts gain their power via a small, pinhead sized hole leading into the Dark Realms located at the center of each heart.

It should be noted that what the Dark Gods can do with these rifts is fairly limited. As The Great Barrier resists intrusion none but the mightiest of these holes can be used to move great amounts of dark power into Divinal.
Throthgar

- The Light (paladin of)

- Ziwa Gang (Former/Founding Member)

## The Green Paladin

Throthgar was once a highwayman, until he met a certain Priest. Now he wishes to better himself and maybe help those who can do better for themselves, all the while resisting the draw of his old life's habits.

To all who need not and should not know Throthgar is just an orc mercenary with an atypical choice in armaments. For everyone who is in the know, he is both a Paladin of The Light and an agent of Wicklow's combat division with a fair level of clearance.

When the situation calls for something like an armoured orc with The Light on his side you call Throthgar.

Throthgar is currently leading a band of Mercenaries called *\*buh dumb tss\** - The Band. (You guys should have picked someone other than the pun loving orc to name the group.)

## Skills and Abilities

Throthgar was never a small orc even when growing up in the orphanage.

Fast forward to an older Throthgar covered in armor from head to toe, he is in a great place to throw his weight, your weight, and their weight all around.

However if you think he is just a dumb orc with only muscle you would end up sorely mistaken. Years of training with combat experts within the Wicklow forces has earned Throthgar a great degree of combat prowess.

With all of that you might think "ok, so i can't beat him with might, I will instead beat him with mind!" what a fair idea! shame that Throthgar has a good head on his shoulders as well as a good amount of help from The Light.

Throthgar is fairly well spoken and has a fair amount of other skills even a few hanger-ons from his rough past.

## Appearance

Throthgar has definitely become an odd egg over the course of his training with Wicklow. Back during his bandit days with the Ziwa Gang he would wear an outfit similar to most any other orc. Leathers and some metal bits for extra protection. Nowadays though he wears full plate armor weighing in at about 70 Lbs makes you wonder what happened during his training to prompt such a drastic change in wardrobe?

Standing a about 6'6" with brown hair and blue eyes Throthgar has plenty of reasons to stick out beside the armor thing. Now, you didn't hear this from me, but I heard that his blue eyes come from his father. Throthgar continues his trend of unusual choices in wardrobe with his casual clothing. He wears a shirt, pants, and slippers when not in his armor or some other uniform he has. Throthgar almost never wears clothes like you see other orcs wear. There are a few things that could be said about Throthgar's armor but the main points are that it is bland, generic, and uninteresting. it must have killed whoever made it to have to make such boring armor.
The Party

A legendary group of individuals who get into unlikely (and very disastrous) situations all for the sake of our amusement. They are:

## The PC's

### Ril Veius

An unlucky sod that became a Dungeon Keeper.

### Herveus the Resilient

A Knight of Avatar island now turned into a skeletal Death Knight.

### Xiphos "Theseus" Phalangos

The former Basilisk rancher from the Island of Minos - now turned diplomat and monster tamer.

### Eitri

A wandering Fire Giant smith that has taken up residence in Avalon after taking one too many unexpected turns.

## Former PC's

### Henry Mason

A young wizard with very strange interests and a chipper demeanor.

### Thomas Garl

A powerful warlock now trapped inside of a skull. He likes smoking and top hats.

### Kalandra

An organic construct created by the long deceased Jarlvick the Vile.

### Ogin

The prototype and "Older brother" of Kalandra. Unlike her, he is completely mechanical.

### Count Shambles

The Party is still not sure whether or not this boisterous vampire is an actual Count.

### Cecelia Brimstone

The rumored Demon Spy of Albion with a penchant for the dramatic.

### Gilgamesh

Incubus bard, the soon-to-be barkeeper on Avalon.

### Quetzal the Eccentric

A veteran treasurer that has experience working for many a Dungeon Keeper.
Sonia

## Some people are just good at getting by

Sonia is a fairly good natured dark elf (by Underworld standards) soldier that came to Albion as part of Galakatath's invasion force but was then captured and recruited by Keeper Merlin. She is currently holding a position in the Information Department.

She was the first minion to be turned over from Keeper Galakatath after the events of The Invasion and she accompanied The Party during the journey to Byzantinopal.

## Abilities and Skills

Sonia has training with bow and arrow, but only as much as the average Underworld-dwelling Dark Elf. And while her skill at melee combat is even lower then that she has proven herself most adept at a certain set of skills, namely - the art of running away.

With an almost instinctive sense for danger Sonia has, and still proceeds to, slip right past trouble that many in her position would not have had the fortune to survive. She however, is oblivious to her skill set and sees herself as merely a "sub-par Dark Elf Ambusher"

## Present day activities

Supremely gullible and with a charmingly bad poker face, Sonia has found herself doing work the rest of the minions in the Dungeon tend to avoid - namely delivering reports to the Keeper. As such Sonia ends up being used as a messenger quite often and interacts with the commanding officers of the Dungeon on a very regular basis.

When not in the Dungeon she is usually on mission gathering information or acting as a go-between between other agents or informants and the Dungeon.
Wagashi Empire

## The Empire of The South

The Wagashi Empire is one of the largest countries on Zyreema, one of the cornerstone nations of the League of Good Nations and one of the only three empires in The World (alongside the Shining Concord and Summus).

It is located on the south most part of Zyreema and is home to many Magical Hotspots.

## Land of Warriors

The Wagashi Empire is renowned world-over for their unique Traditions that focus on the perfection of ones on body and the use of a mystical energy called Ki.

It is often said that everyone in Wagashi, whether they be young children or the elderly, practices some form of martial arts. As far as Evil can tell - this is not an exaggeration. Villains looking to seek new places to pillage have come southwards many times only to be surprised by the fact that what seemed like a defenseless town turned out to be filled with many (unexpected) trained warriors.

Those who pursue martial might, self-discipline and upholding the Virtues are welcomed in Wagashi society while those who indulge in their vices are disliked (or downright looked down upon).

### The Many Martial Arts

> *"A sound Soul dwells within a sound Mind and a sound Body"*
>
>

There are many Traditions and styles present in Wagashi. Masters take on disciples and set up schools within towns and even on borders of Magical Hotspots, often competing with each other in strict and regulated bouts and competitions in order to claim the best areas for training and in order to gain the best potential disciples.

Some are very open and welcome any who are willing to accept their ways, while others pride themselves on secrecy and passing on their skills only to a select few.

### The Value of the Immaterial

> "*In your life you shall have three parents: the mother and father who raised you, and the teacher whom you will model yourself after."*
>
>

The culture in Wagashi puts great value on the immaterial. Trust and relationships are treated as more valuable than gold. As such knowledge and skills that is passed down from one generation to the next are considered the greatest of treasures.

Even things like weapons, integral to the warriors way of life, are considered tools - only valuable in the hands of those with the ability and wisdom to use them properly.

## Myriad Magical Hotspots

The territory that the Wagashi Empire sits on is notable for its countless Magical Hotspots, big and small alike, ranging from weak to areas so mired in magic that the people of the races have not set foot in them for hundreds of years.Some notable Magical Hotspots include:

* Agni Shivatas (Extreme Magical Hotspot)
* Bladestorm Cliffs (Extreme Magical Hotspot)
* Pillars of Wukong (Medium Ranking Magical Hotspot)
* Valley of Blades (Medium Ranking Magical Hotpot)
* The Still Lake (Low Ranking Magical Hotspot)

## List of Wagashi NPC:

### Nobles:

* **Mai Lin**, Lord General of the Wagashi Ground Forces and Imperial Princess.

### Soldiers:

* **Bao**, Commander of the Royal Guard unit that serves under Mai Lin.

## Regional Magical Beasts

* **Lan-su** **Lung**, also known as Blue Dragons