recursal/Fanatic-Fandom huggingface dataset:
Orboros

Orboros, the Devourer Wurm

### Precepts

Animals, apples, cattle, earth, energy, gaeas, life, nature, placidity, plants, soil, stability and the Tree of Life and Death.

### Symbol

Serpent eating its own tail and crescent horns

### Sacred Colour

Brown

Holy symbol of Orboros

### Alignment

Unaligned

Orboros is the tenth of the eleven Primordials and its body is thought to be all of the soil in the world, perhaps even all life itself.

## **Associated Deities**

Orboros rules over the material and the manifest, and as such is often associated with other divinities dealing with these precepts, such as Ennoia, Kaesel, Ya'Loggha, Chimaera, Ladon, Mundus, Ogh'Enth'Em, Echnamiir and Nyshor.

## **Role in the Cabala**

Orboros symbolises within the tenth and final Sphere the physical world and the four elements of air, water, fire and earth of which its own is the latter-most. it is the supreme manifestation of the form that was first conceived as a potential in the Primal world of archetypes.

The symbol of Orboros is that of a serpent consuming its own tail, representing the unending cycle of life itself and also its ties to Oblivion, the greatest feminine energy of all. The serpent is seen as a lesser dragon, its crawling upon the ground observed and denoted as a connection to the material and the solid.

Orboros is where all matter dwells in tangible form, and as such is the home of the Divine made Flesh.

## **The Children of Earth**

In addition to being the mother of all gaeas, Orboros is also parent to a number of gods. Below is a list of hybrid spirits that contain the essence of earth.

* **Antheia**
* **Artemis**
* **Bacchus**
* **Chimaera**
* **Ennoia**
* **Et'Et'Ryll**
* **Glauganth**
* **Hessath**
* **Ichthys**
* **Jycil**
* **Lek-Ken**
* **Leucrotta**
* **Manus**
* **Mundus**
* **Nyshor**
* **Ogh'Enth'Em**
* **Othtur**
* **Quala-Cha**
* **Tarrasque**
Niitoh

Nito, the Soul Forger

### Precepts

Blacksmithing, catacombs, culture, the dead, death, hammers, history, iron, inferi, judgement of souls, mythology, narrative, reincarnation, scales, silver, stability, stone, the Underworld, vigilance, worms and writing.

### Sacred Colour

Yellow

Holy symbol of Nito

### Name of Day

3rd of Stone's Calling: The Day of the Dead

### Alignment

Neutral

Nito is the sixth of the eleven Primordials, its body said to be composed of death, stone and most metals found within the Underworld.

## **Associated Deities**

Nito rules over the Higher Self and the Soul, and as such is associated with other divinities dealing with these precepts, including Phoenix, Urashnys, Umbra, Evrous, Lek'Ken, Tyrevor, Arikel and Delech.

## **Role in the Cabala**

Nito is considered to be the heart of the Cabalistic tree, its title being that of "Beauty" - the beauty of perfect balance and harmony as shone forth from a near-infinite myriad of crystals, geodes and precious gemstones.

Nito's symbols are the geode crystal that refracts all colours of the light, the stone which underlies all creation, and the worm that consumed the shells of the dead so that the immortal soul might be reincarnated.

Nito's role is that of the king as both ruler and mediator - Severity and Mercy combined with personal emotion to guide judgment. Through unending rebirth via the cycles of reincarnation within the Underworld, a soul finds a meeting point with the Divine.

Nito's element is that of metal and stone, forming the robust centre above which creation spins constantly. it is the balance point of all aspects of flesh-bound nature and holds the cycles of life and death firmly in place with a dutiful and reverent observance.

## **The Children of the Underworld**

In addition to being the ultimate father of all inferi, Nito is parent to a number of gods. Below is a list of the hybrid spirits that contain the essence of stone.

* **Bekel**
* **Ceccylya**
* **Decdum**
* **Echnamiir**
* **Glauganth**
* **Hob**
* **Kaath**
* **Lek-Ken**
* **Mundus**
* **Raniss**
* **Tarrasque**
* **Therofage**
* **Ton'Ath'Ek**
* **Torm'N'Thur**
* **Umbra**
* **Urashnys**
Philosopher

"Philosopher" is one of the 33 archetypes within the Disposition system. A Philosopher tenaciously holds to a guiding axiom and purpose that allows them to lead a life devoted to alleviating the unnecessary suffering of others.

## **General Overview**

### **Moral Outlook**

Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.

Builder characters believe in the importance of close-knit families and strong communities, and they teach others to be self-sufficient.

Builders revere order and law, regarding these concepts as the answer to all of civilisation’s problems; for them, a strong, benevolent government is what allows civilisations to thrive.

Builders often assist in creating actual structures and items as a part of community’s attempt to improve members’ quality of life.

Builders strive for order and organisation.

They view strong government as necessary for civilisation’s cultivation, and strong families and communities as the building blocks of successful settlements.

They use their creativity and skills to teach others how to improve their lives and communities, and gladly offer your assistance when others are moved to create order and structure.

They bring order to their society through their creations, whether material or philosophical.

## **Alignment Reference**

The Philosopher archetype corresponds with a strongly Lawful and Good alignment within the Nine-Point Alignment System.
Naitou Masatoyo

***“Your back is open, you know? ......Fufuu. Don’t get so shocked. Come on now. It’s a game!”***

## Details

**The one who desires no wealth**

A modest and warm person. He has a broad perspective of seeing the whole situation. He owns numerous arts on battlefield.
Shingen trusts him greatly, but he himself doesn’t need any reward at all. He’s pleased just to be able to work under Shingen.

## Reference

1. ↑ https://senbura.jp
2. ↑ Translation: http://clearui.tumblr.com
Lucatiel

### Precepts

Charisma, chivalry, defending honour, duelling, extravagance, gentlemen and peacocks.

### Sacred Colour

Blue and green

Lucatiel's holy symbol.

### Name of Day

9th of Sun's Height: The Day of the Peacock

### Location

Wandering the surface in search of duellists.

### Alignment

Neutral Good

Lucatiel is the god of honour, flamboyance and showmanship. He is a member of the Court of Light.
Araia

Araia, also known as the First Continent, is one of the three primary landmasses of the world, lying to the north of Naen and west of northern Vaishun.

## **Regions**

Araia contains six distinct regions, most generally dominated by mountains and dense forest.

### **Arktorah**

The southernmost tract of Araia is fringed by high mountains and its expansive woodlands are fed by numerous great rivers flowing from the north to the River of Ichthys that marks the continent's terminus.

### **Yondo**

The large peninsula that extends westwards from Arktorah once held temperate woods and wild meadows, but is now a wasteland of toxic mists, tainted blue soil and ambling monstrosities.

### **Tolnor**

The central region of Araia located to the north of Arktorah is the jewel of the world; a fertile and prosperous land named after its ruling city-state. Though agriculture is prevalent, a great many forests remain.

### **Noz-Oraln**

To the north-west of Tolnor lies a land dominated by pine stands, rocky crags and clear lakes. While beautiful, this ancient domain is home to the kiasyd, the most fearsome fey in Thaelis-Y'Arda.

### **Tor-Sul**

Lying north of both Tolnor to the south-west and Urchano to the south-east, Tor-Sul is a vast territory of mountains, the tallest in the world excluding the Black Spire itself.

### **Urchano**

The easternmost land within Araia is the sacred homeland of the orcs, the birthplace of both sapient life and magic itself. it is largely uncharted for the orcs are introverted and intolerant of most trespassers.
Draugr

Draugr are monsters created through the practice of profane necromancy. Utterly mindless, they are simply automatons animated by the dark energies of the Outer Darkness. as such, they have no intelligence whatsoever. Sometimes called "again-walkers", these walking corpses are in many ways similar to golems. The necromancer who raises them directs them mentally using his own will. if he is slain, all draugr under his control will simply continue to carry out whatever instruction they were last given until destroyed. The flesh of a draugr rots at the same rate as that of any normal corpse. These creatures can be created from any dead body at any stage of decomposition, from freshly dead to an age-old skeleton. it generally takes about 30-40 cycles for all the flesh to rot from a corpse.
Aipaloovik

A typical depiction of Aipaloovik.

### Precepts

Atshen, blizzards, disorientation, freezing to death, frostbite, fog, glaciers, hailstorms, icebergs, ice caves, sleet, snow-capped mountains, negafooks

### Symbol

A row of icicles

Aipaloovik's holy symbol.

### Name of Day

5th of Frost's Fall: The Day of Frostbite

### Location

The coastal waters of Sifland and the Frozen Ocean

### Alignment

Chaotic Evil

Aipaloovik is the absolute dragon born of Sif, the elder of cold.
Neutral Good

Neutral Good is the top-central section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Neutral Good is marked by passivity of action and strong regard for the lives of others, but contains two distinct Dispositions that differ in their degrees of Law and Chaos.

* **The Contributor:** Good with a Lawful tendency
* **The Benefactor:** Good with a Chaotic tendency
Kobalos

The kobaloi (sing. kobalos) are a dracoid species dwelling within Thaelis-Y'Aada.

## **History**

Being a dracoid race, the kobaloi are among the oldest sapient creatures to dwell within Thaelis-Y'Aada, and in modern times possess only a fraction of their former might in the world. In the ancient past, these seemingly small and slight dracoids threatened to bury all lands under the tyrannical rule of their kulshedra masters.

### **Early History - The Time Before Time**

The kobaloi were created by the kulshedra dragons for use as guards and a sapient alarm system to protect their mountain hoards. They inhabited the mountains and volcanoes along the south Vaishun coastline, serving their creators, for centuries after the first of their kind were evolved from reptiles dwelling within the basaltic badlands.

Later, their strength in numbers and rapid rate of reproduction were used to great effect by the kulshedras when they declared war upon the other dragons, and sent their kobaloi armies forth onto other continents. As they took lands previously colonised by the echidnas and troglodytes, they built their own civilisations within the mountains, occupying cavern networks and carving out their own tunnels and subterranean cities.

When the kulshedras were defeated and the Wyrm-War ended, many of the kobalos remained with their masters inside their cavern complexes within all continents. Others whose lords had been slain were left to pursue their own initiative and build their own cultures. This led to the growth of more peaceable societies (relatively speaking, of course) amongst their peoples, as the war-lust and savagery seen in their ancestors no longer served their lifestyles. Within Naenese mountains, the troglodytes would continue to harry their colonies for generations.

### **Middle History - The First Era**

Wars and conflicts with the shast and it-Ept within the Vaishunian mountains, the cyclops, orcs and minotaurs within Araia and the dreughs within Naen.
Malefactor

"Malefactor" is one of the 33 archetypes within the Disposition system. A Malefactor has an unstructured approach to being, and lives a heartless life unconcerned with the suffering they cause others.

## **General Overview**

### **Society**

Aggressors harbour a sense of stymied entitlement that is untempered by reason.

Not all Aggressors are immediately identifiable as such - some bank their anger, burning slow but hot, and can conceal their temperaments and their actions, corrupting and undermining rather than rampaging.

They may find justifications for their rage in the failings, real or imagined, of others.

Narcissists see meaning and beauty in the world - but only when they look in a mirror.

For narcissists, the world truly does revolve around them.

whatever makes them unhappy is a tragic injustice, and whatever pleases them is theirs by divine right.

Narcissists can be genuinely bewildered - or homicidally enraged - by suggestions that anyone else’s concerns take precedence over theirs.

The narcissist has no particular need for power or authority, so long as all his whims are catered to without question.

It’s only when those whims are denied that the true, uncaring evil of the narcissist rears its bloody head.

See everything in terms of its effect on you.

They may be emotionally or mentally unstable, letting their inner turmoil and turbulence spill out uncontrollably into others’ lives.

Yet, they need not be insane - their savagery can be deliberate and intentional, unleashed in carefully directed and rationed bursts.

Are surprised, shocked, or disgusted when the world or other people don’t cater to your expectations.

Are incapable of empathising with others and can justify just about any horrific actions that serve your greater purpose.

They are fundamentally interested only in themselves and their own dark desires and tastes.

Other people are insects, tools, toys, or simply objects in their way.

Regardless of their motives, a festering, white-hot fever of rage is at the heart of all they do.

Aggressors are prone to outbursts of violence—whether physical, verbal, or psychological.

They often redirect anger toward convenient targets, punishing innocents for minor offences.

Feel empowered and invigorated when unleashing their anger, and may see patience and calm as weaknesses.

If I hurt them, the Aggressor reasons, they must have deserved it.

## **Alignment Reference**

The Aggressor archetype corresponds with a Neutral Evil alignment with a Chaotic tendency within the Nine-Point Alignment System.
Builder

"Builder" is one of the 33 archetypes within the Disposition system. A Builder exhibits personal deference to a codified set of rules that they believe will allow them to lead a life devoted to alleviating the unnecessary suffering of others.

## **Alignment Reference**

The Builder archetype corresponds with a Lawful Good alignment within the Nine-Point Alignment System.

Bringing peace and order to a community or nation should be a paramount ideal to a lawful good character.

She tells the truth, keeps her word, helps those in need, and speaks out against injustice.

Lawful good characters are proficient at understanding bureaucracies, following laws, and cultivating order and structure in their own lives and in others’.

They are naturally helpful, and others find them trustworthy, even if they don’t share the same alignment.

Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants.

A lawful good character hates to see the guilty go unpunished.

Lawful good combines honour with compassion.

Avoids putting the good of any one individual or group ahead of what is good for all others.
Looter

"Looter" is one of the 33 archetypes within the Disposition system. A Looter shows defiance towards social norms and laws, which they believe will prevent them from concealing the truth for personal advantage.

## **Alignment Reference**

The Looter archetype corresponds with a Chaotic Neutral alignment with an Evil tendency within the Nine-Point Alignment System.
Mordak

Mordak was a kiasyd druid who claimed to be a devout follower of Orboros, the Devourer Wurm. A macabre and savage individual, he first crossed paths with Cinder as a companion of Elias Torindor. He later presented as a remorseless killer who delighted in the consumption of living victims. Mordak was slain by Elias after he attempted to kill and devour Cinder.

## Book Four

A couple of days after the destruction of Cinder's village of Hythe, Mordak happens upon the ruins alongside his companions, Waazig the Taker, Jerren Merry and Elias Torindor, and makes it clear that civilisation's ruination pleases him greatly. When Elias takes Cinder under his wing, Mordak is initially interested but then dismisses her from his attention, stating that she is too bony to bother eating.

When the band later enter the small town of Lanercost as they head east out of the highlands, Mordak and Waazig make it abundantly clear that the only thing stopping them from rampaging in bloodshed is the presence of too many guards. Instead, Mordak contents himself with terrifying the local children he runs across, revelling in their fear as he flashes them his hungry eyes and fanged grin. The five of them leave the town after staying a single night at the inn and re-enter the forests.

During the troupe's journey through the woods, they happen upon a travelling family of peasants who claim that their home was destroyed by a platoon of walking corpses. After listening to their story and engaging in small talk to gather some more information as to the paths ahead, Waazig decides to attack them against the wishes of Elias, and Mordak eagerly joins in, taking the father to the ground and beginning to devour him alive while Waazig starts to have his way with the wife and daughters. This monstrous display of depravity causes Cinder to flee into the trees in a blind panic. Elias intimidates Waazig into ceasing his assault and chases after his charge, threatening to visit cruel punishment upon he and Mordak should they have caused further harm by the time of his return.

By the time Cinder returns with Elias the following morning, Mordak has eaten the majority of the man's dead body and Waazig has let the wife and daughters flee in horror. Mordak is offering prayers to Orboros while Waazig sulks and Jerren sits idly atop the blood-stained cart the family had been travelling with. Cinder shrinks from them in revulsion and Mordak makes a sideways comment about how she has started to look much healthier of late, implying that she could be next. Elias warns him of his promise and the band proceed onwards and out of the woods.

The group make rough camp in the hollow between two hills in central Andar, and frictions have grown to boiling point. During the night, Mordak attempts to sneak up on Cinder and kill her as he had desired to do from day one, pursuing her up the hillside . His attempt fails when Elias intervenes and runs him through with his blade before kicking his dying body off a rocky ledge, where it lands on a large stone with a sickening crack of bone.
Ammut

An ammut is a spirit that serves the animalistic goddess Tarasque within her lair of fire and steam. Like their mistress, these demons possess next to no intellect and their only purpose is to devour the fragments of tainted soul that the goddess fails to consume. However, occasionally ammuts are summoned to the surface world wither by evokers or sources of mass destruction such as great battlefields or natural disasters that cause massive casualties. Outside of their native pit deep underground, these spirits exist only to mindlessly create carnage and provoke existential terror. They act almost as extensions of their goddess's aspect and have almost no free will of their own.

An ammut is over 20 feet long and stands over 10 feet tall at the shoulder. It resembles a titanic hippopotamus with feet that possess the claws of a lion and the agility of an animal much smaller and leaner than its visage. A shaggy mane surrounds a terrible head sporting the jaws of a crocodile or giant shark. Serrated teeth line its maw and two small eyes burn like smouldering coals.
Lawful Neutral

Lawful Neutral is the bottom-right section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Lawful Neutral is marked by a controlled method of action and lack of moral action, but contains two distinct Dispositions that differ in their degrees of Good and Evil.

* **The Supporter:** Lawful with a Good tendency
* **The Persecutor:** Lawful with an Evil tendency
Keph

The keph are a species of anansi within Thaelis-Y'Aada. The most ancient of their order, they were created by the cheperas long before the dragons were born forth by the salamanders. However, their society has evolved extremely little since their emergence due to their primitive life-force and isolationist attitude.
Mikhalinn (Seth Mastiphal)

Mikhalinn, the second (or third?) Avatar of Oblivion

## Other Information

### Abilities

Darkness-Precept mysticism, qlippoth, untold intellect, Machiavellian plotting, persistence as a spirit

### Goals

To know the answer to every question (unknown), become Oblivion's avatar (succeeded), to kill Sorin-Sam (succeeded, although died in the attempt), to claim the Beacon of Belenos (succeeded), to open the Seal of Saints (failed) to return from the Outer Darkness (succeeded), to mastermind mass destruction (succeeded), to defile the Tomb of Saints (failed), to destroy all life (failed), to Unravel Thaelis-Y'Arda (failed)

## Soul

### Colours

Water

Mikhalinn ("Mic-al-in") is the arch-antagonist of the Blood Moon series and masterminds many of the events of the books from within or without the world, as every warlock in Thaelis-Y'Arda ultimately answers to him. He is Oblivion's second avatar (the First Dragon, Zoor'Ztsh, came before him) and is intent upon the eradication of all reality through Annihilation. He was behind the Scourge of Shadows, and in the series attempts to finish what he started hundreds of cycles ago before his demise at the sword of Sorin-Sam on the battlefields of Tolnor. Mikhalinn's original identity and name are unknown even to his closest servants, and his mortal name lost to time. The name he now takes means "Dark Lord" in Tartarian, the dark speech of demons.

The name "Mikhalinn" is more accurately speaking a title granted to the Avatar of Oblivion, being derived from a combination of the Tartarian words "Mikhul" (meaning "black", "dark", or "shadow") and "Alinn" (meaning "lord", "king" or "ruler"). It was a title held by Seth Mastiphal's predecessors, an unknown It'Ept priest and the demonic dragon Zoor'Ztsh before its ascension to divinity.
Flamberge

### Other Names

The Frozen Flame, the Lady of Blue Flame, the Retaliator

### Precepts

Avenging the victimised, campfires, crickets, righting wrongs

### Sacred Colour

Black and red

Flamberge's holy symbol.

### Typical Worshippers

The grievously wronged and those who would avenge them

### Name of Day

8th of Frost's Fall: The Day of Vengeance

### Alignment

Neutral

Flamberge is the goddess of conviction, righting wrongs and vengeance.
Divine Courts

The deities of Thaelis-Y'Aada organise themselves into courts which each have specific, although often broad, goals.

## **The Court of Order**

#### **Gods**

* Bekel
* Chainorah
* Cil-Deeche
* Ennoia
* Et'Et'Ryll
* Kaesel
* Maiar
* Phoenix
* Raniss
* Meretryx
* Shiva
* Venator

#### **Watchers**

* Anguta
* Gnog-Krak
* Txalool
* Yiggsildra

#### **Dragons**

* Ningishzida
* Saoshyant

## **The Court of Chaos**

#### **Gods**

* Amarok
* Atropal
* Chimaera
* Fashoona
* Gothamel
* Kaath
* Keluxax
* Kraken
* Leucrotta
* Umbra
* Weendigo

#### **Dragons**

* Aipaloovik
* Ladon
* Mamonar
* Tiamat
* Zoor'Ztsh

## **The Gods' Court**

#### **Gods**

* Antheia
* Bacchus
* Decdum
* Hessath
* Ichthys
* Indita
* Iris
* Jycil
* Lek-Ken
* Lucatiel
* Manus
* Qalacha
* Rinn
* Sheoth
* Tinser
* Tressel
* Yindaron

### **The Protectorate**

#### **Gods**

* Artemis
* Itrenar
* Othtur
* Tyrevor
* Xarfinsel

## **The Covenant of Death**

#### **Gods**

* Bekel
* Falaz-Ur
* Kaesel
* Tarasque
* Tyrevor
* Urashnys

## **The Court of Dreaming**

#### **Gods**

* Amarok
* Gelimysh
* Tarathey
* Tressel
* Venator
* Xatari

## **The Court-less**

#### **Primordials**

* Dagon
* Immol
* Oroboros
* Sif
* Tey'Kor-Akx
* Urana
* The Void

#### **Gods**

* Arikel
* Asag
* Ceccylya
* Dakuwak
* Delech
* Echnamiir
* Evruss
* Flamberge
* Hob
* Medhra
* Mundus
* Nyshor
* Ogh'Enth'Em
* Szazra
* Tes'Ssyk
* Therofage
* Tonathek
* Tormnthur
* Yskalyss
Marauder

"Marauder" is one of the 33 archetypes within the Disposition system. A Marauder is motivated to act upon consuming emotions that push them to lead heartless lives, unconcerned with the suffering they cause.

## **General Overview**

The Marauder is hot-tempered and vicious, out for whatever he can get.

He is ruthless and brutal, but his plans are haphazard and any groups he joins or forms are poorly organised.

### **Moral Outlook**

Civilisation and kindness are disdained by the Marauder.

He believes that what cannot be held by others through their own strength and reputation is his to take.

Marauders take whatever they want by whatever means possible.

Laws and governments are the tools of weaklings unable to fend for themselves.

The strong have the right to take what they want, and the weak are there to be exploited.

Marauders lack either the intellect or impulse control to follow through on long-term plans.

### **Society**

Whether because they act on every whim, or because they take monstrous shortcuts in pursuit of their goals, Marauders can be hard to upper hand, making it difficult for rivals and enemies to gain the initiative against them.

While in working relationships with equals, Marauders may seem to be ever on the verge of betrayal, or at least ready to abandon their partners to pursue their own interests.

However, some of these partnerships prove surprisingly stable, as the Marauder may want to avoid the inconvenience and frustration of finding new partners.

Their goals and methods may change on a whim, and they often crave novelty and variety in their lives.

Those who would rule over Marauders must do so with an iron fist, as many such characters can be controlled only with violence and threats.

When Marauders band together, they are motivated by a desire to oppose powerful enemies or to raid well-defended targets.

Such a group requires a leader capable of bullying or awing his underlings into obedience.

A leader is likely to be replaced at the first sign of weakness by anyone who can usurp his position.

Nothing matters to a Marauder except personal pleasure, and it’s only natural and right to grab as much of it as they can.

Any consequences are secondary, if they are considered at all.

Marauders live in the moment and take what they want by force.

These are the people who burn down a city because their hands are cold or kill a family just to steal their horse.

While other personality types may have a greater sense of entitlement, Marauders are characterised by their unwillingness to restrict themselves unnecessarily - and to them, all restrictions seem unnecessary.

Marauders follow their whims and passions, regardless of the potential consequences.

They may get bored easily and seek out ever-greater taboos to break.

They may have disproportionate responses to irritation.

Because you felt like it, that’s why.

## **Presentation**

### **Alignment Reference**

The Marauder archetype corresponds with a strongly Chaotic and Evil alignment within the Nine-Point Alignment System.
Light Bringer

Light Bringer is the ninth book of the Blood Moon series, and the eleventh chronologically speaking. It follows the journeys of Dogarn, a military scout and Kasrin, a rebellious witch as they strive for righteousness in a world on the edge.

## **The Big Picture**

**With Drakon defeated at the battle of Seraphis, Nazlaieqk and Benniszth's necromantic legions nonetheless threaten to lay waste to the northern continent, attempting to execute a two-pronged attack upon the humans and orcs. As Benniszth remains within his lair at Emet Suliath, the centre of his power. Mikhalinn has returned in spirit form to Mikhul Delvin, and awaits the arrival of Raknos for full reincarnation.**

**The ogres of Irum'Vemak, having made mass travel north to join the orc and human armies there, now await the arival of solfar reinforcements from the safeguarded lands to the east. However, Kraken and her minions destroy the solfar fleet before it can arrive, leaving the fate of the world in the hands of the dorogar people, who seem intent upon a bloody conquest of their own in the name of the First Flame.**

**When Dogarn uses the sword Dome Dagnir to destroy Benniszth, Mikhalinn is vanquished, having not yet been embodied. Voivodes of Oblivion detect his explusion from Creation and withdraw into the Outer Darkness of Hell, leading to Nazlaieqk's armies routing from the fields of Tolnor and Order's victory just as defeat seems certain.**

## **Part One**

### **Arc One**

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

### **Arc Two**

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

### **Arc Three**

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

### **Arc Four**

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

### **Arc Five**

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

### **Arc Six**

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

### **Arc Seven**

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

### **Arc Eight**

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

"Mediator" is one of the 33 archetypes within the Disposition system. A Mediator has an orderly approach to being, and they tell the perceived truth with honesty and integrity.

## **General Overview**

### **Society**

Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good.

These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road.

Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings.

For this reason, others may label them as wishy-washy or not capable of serious conviction.

Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups.

The neutral good characters will not always agree with the lawful good characters’ meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party’s goals - sometimes less-than-honest tactics are necessary, after all.

Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions.

Too much freedom of thought and action, they believe, just makes one irresponsible.

Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals.

## **Alignment Reference**

The Mediator archetype corresponds with a Neutral alignment with a Lawful and Good tendency within the Nine-Point Alignment System.
Gnoggus-Krachos

Gnoggus-Kracus the Godslayer.

The holy symbol of Gnoggus-Kracus.

Gnoggus-Kracus is a troll, one of the oldest and most powerful to exist. It is said that he is the most intelligent being to have ever existed, and that it was he who laid down the foundations of necromancy for the salamanders in the wake of the Ancient Ones' departure from time. Whether or not this is true, he certainly stands as the undisputed master of the life arts in modern times, his skill surpassing that of even the oldest proto-dragon. It was Gnoggus who formulated the creation of flesh, the only substance able to serve as a self-propagating vessel for souls. He is also known simply as Gnoggus, and alternative spellings of his name include Gnoggus-Kraccus, Nogus-Cracus, Knog-Krak and many more.
Annihilation

Annihilation is the term used to refer to Oblivion's plan to erase reality in its entirety through first weakening the forces of light, reason and life in the world, and then unwinding it through destroying the Over-Soul itself. Annihilation is worked towards relentlessly by the Court of Darkness that serves Oblivion's will.
Iris

Iris, the Queen of Ecstasy

### Precepts

Beauty, being the object of affection, contempt, desire, disdain, elegance, extra-marital affairs, extravagance, fashion, infatuation, infidelity, narcissism, promiscuity, roses, style, and vanity.

### Region of Worship

Arktorah, major cities such as Tolnor, Delekosk and Seraphis

### Sacred Colour

Green

The holy symbol of Iris.

### Alignment

Evil

Iris is the goddess of beauty, fashion and vanity. She is also known as the Queen of Ecstasy.
Fire Sphere

The Fire Sphere is mysticism which deals with energies and forces derived from the seventh point of the Cabala, that of Ignis - heat and the First Flame. The essence of Ignis is that of Satiation, and the working of Fire mysticism can lead a caster either towards the virtue of Temperance or the vice of Gluttony.
Dominator

"Dominator" is one of the 33 archetypes within the Disposition system. A Dominator tenaciously holds to a guiding axiom or purpose, leading a heartless life unconcerned with the suffering they cause.

## **General Overview**

If their lack of inhibition manifests as admirable boldness and fearlessness, they may become master manipulators.

Neutral evil characters tend to project their own extreme selfishness onto others, which can be corrosive to trust.

neutral evil characters are generally careful to keep their vicious sides hidden except when necessary - or when they know they can get away with it.

Dominators appear on every rung of the social ladder. All seek desperately to climb the ladder, and resent having to serve the interests of those above their immediate station.

Destined to rule - at least in their own minds - Dominators seek to impose their will on those around them.

Obedience is often not enough; a despot requires total submission.

A wise lawful evil character doesn’t care about motives, only outcomes.

By properly framing decisions for your allies and knowing how to manipulate them, you can point them in a direction that aids your objectives.

And in the end, a lawful evil character doesn’t need to have a problem with other characters succeeding - as long as she succeeds the most.

Dominators are capable of collaboration and even subordination within a larger structure, but they usually get resentful if they don’t climb the ranks quickly enough and seek out opportunities to give orders instead of taking them.

Rarely, Dominators actually enjoy sharing power with like-minded souls; more often, their alliances are of convenience, and a pact’s stability depends on whether the despot’s goals are being met.

Dominators are patient and have a great capacity for strategic planning, but while most believe themselves to be great leaders, not all are; dark tragicomedy abounds when incompetent dictators achieve even a small measure of power.

To them, other characters are resources, and no tool should be discarded out of hand if it can still be of use.

For instance, chaotic characters may be messy, undisciplined wretches, but if a lawful evil character can channel that scattered energy into something productive, a relationship could be beneficial.

They demand blind obedience and servility.

The welcome neither questions nor failures from their underlings.

Constantly seek to expand their personal power base.

A Dominator's commands are law - woe betide those who disobey.

## **Alignment Reference**

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

"Contributor" is one of the 33 archetypes within the Disposition system. A Contributor has an orderly approach to being, and they lead a life devoted to alleviating the unnecessary suffering of others.

## **General Overview**

### **Society**

Healers value life, seeing beauty and good in all living creatures.

Healers offer their curative powers to those in need, believing it’s their duty to use their skills and knowledge to maintain the health of mind and body.

Use your curative knowledge and abilities to heal the sick and wounded.

## **Alignment Reference**

The Contributor archetype corresponds with a Neutral Good alignment with a Lawful tendency within the Nine-Point Alignment System.
Dogarn Bexator

Dogarn Bexator is a dorogar military officer and one of three POV characters in the third trilogy alongside Vaekosa and Sindy Warde. Originally a proponent of the Gazabarad's Burning Crusade and their warlike interpretation of the Prophecy of Fire, he comes to overcome his zealous beliefs and comprehend the true meaning of the Word.
Metal

Metals are the solid manifestations of Primordial blood.

* **Copper -** This soft, reddish metal is the blood of Orboros, and as such can be found in thick veins within the deeper reaches of soil. Copper is a very common metal and more easily accessible than iron, and as such is the most commonly used substance to make weapons and armour.
* **Gold -** This pure, untarnished metal is the blood of Mithras, the Sun. It fell to the surface of the world when this Primordial clashed with Oblivion, its nemesis. Composed of solid light, gold is anathema to demons and Contaminated.
* **Iron -** This common, hard metal is the blood of Nito, the Underworld. It is found in veins within rock the world over. Iron can be refined into a purified form known as Nitoan Blood Iron, which is lethal to most fey races.
* **Silver -** This uncommon shiny metal is the sap of the Tree Isildragg that was born of Nito and Orboros. It is found within the stone roots that radiate from the Tree and so is much more common near the centre of the world. Due to its dual nature, silver can be used to interface with the Land of the Dead.
* **Steel -** This metal was created by the god Hob from the blood of his parent Nito. From iron, the strongest metal in the world was forged, and the arts of creating it granted only to his chosen people, the dorogar.
Neutral Evil

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

* **The Schemer:** Evil with a Lawful tendency
* **The Malefactor:** Evil with a Chaotic tendency
Affinity

Every living creature has a soul granted by Tey'Kor-Akx. The entities called souls are in fact mere fragments of the Over-Soul, a treasure pulled through the Void from a previous world by the Ineffable in an effort to defy Oblivion. The Over-Soul is known to have brushed up against the body of each Primordial, and carries within it an aspect of each.

When a fragment of the Over-Soul is granted to a living being, it is inevitable that the fragment contains a greater degree of influence from one Primordial than from the others, and this is the soul's Affinity. Affinity results in the base temperament of an individual's developing personality, and while it does not define their moral and ethical outlook (all newly integrated souls start out as colourless), it does define their approach to relating to others. There are 9 Affinities, one for each of the Precepts outside of Space and Time.

**Oblivion**

Oblivion is defined by its perfectionism and desire to create an ideal world, and those whose souls have an Affinity for the darkness have similar proclivities.

**Mithras**

Mithras is defined by its leadership and desire to build defences against darkness, and those who have an Affinity for the light have similar attitudes.

**Nito**

Nito is defined by its loyalty and desire to test the character of mortals, and those who have an Affinity for the stone have similar proclivities.

**Dagon**

Dagon is defined by its observance and desire to understand all reality, and those who have an Affinity for the water have similar attitudes.

**Urana**

Urana is defined by its helpfulness and desire to express its benevolence, and those who have an Affinity for the air have similar proclivities.

**Ignis**

Ignis is defined by its passion and desire to maintain its freedom, and those who have an Affinity for the flame have similar attitudes.

**Sif**

Sif is defined by its status and desire to become distinguished, and those who have an Affinity for the cold have similar proclivities.

**Dr'Oon**

Dr'Oon is defined by its imagination and desire to express itself, and those who have an Affinity for the dream have similar attitudes.
Monster

A monster is a life-form composed of facet spirits, primarily those of one or two varieties, e.g. fire and light or earth and air. Their unusual composition grants them supernatural abilities not shared by animals. The soul of a monster is a fragment of a full soul, and as such these creatures have limited intellect. However, they have morality, and different creator spirits select souls for their qualities.
Kuhimo

A kuhimo is a demon serving the dark god Keluxax, the Lying Fox. While much of the divine power of their master has been usurped by Atropal, these devious entities remain loyal to him, and will likely be responsible for any recovery his power-base makes in the future, as despite their small size, they are among some of the most powerful and dangerous demons in existence.
Bacchus

The holy symbol of Bacchus.

### Typical Worshippers

Satyrs, revellers, hedonists, drunkards and other addicts, wine-makers (though not orcs)

### Alignment

Chaotic Evil

Bacchus is the god of goats, revelry and wine.

Bacchus is a member of the Gods' Court, and is perhaps its darkest and most sinister member.

Bacchus created the fauns when he raped Iris, goddess of rapture, while the two deities were in material form upon Thaelis-Y'Aada. Despite this transgression, Iris dared not exclude him from her Court for she was too ashamed of the incident to bear its exposure before the other gods and goddesses.

Bacchus is, despite his jovial and energetic outward appearance, a creature of bitterness, wanton debauchery and molestation. He desires to see those who enjoy happiness brought low through the very objects they derive pleasure from. Revellers he seeks to drag into addiction and depravity. Artists he seeks to draw into hateful misanthropes. The bold and audacious he seeks to twist into cruel and reaving bandits.

It is spoken amongst the orcs that Bacchus is the spawn of the evils of the younger and more impulsive races of the world, that his warped lusts and jealous hatred are the fruits of human decadence within the walls of their arrogant civilisation for which this god is the repository.

It is held by some that the goat-headed visage of Bacchus is a tell of his evil nature, and symbolic of the degeneration of man into a low and vicious animal through the abandonment of responsibility. Some sages go even further and suggest that he is in truth an agent of the Court of Chaos sent to wreak havoc upon civilised lands in response to the rise of humanity in recent history.

The lares which serve Bacchus are the capricious and malevolent satyrs, whose horned faces express all of the twisted rapaciousness and gleeful debauchery of their master. Satyrs inhabit the wooded regions of the Dreamlands, and will torment or molest intruders into their domains with wild excitement.

Offerings to Bacchus are made by those seeking to seek solace in revelry and escape from the dull responsibilities laid upon them by civilised society. The only rites commonly observed in his name within towns and cities are drunken bacchanals, the copious consumption of red wines and the inclusion of the occasional orgy. For this reason, the majority of younger species, humans in particular, know little of the god's true expression and see him either as a harmless degenerate or mere distasteful nuisance (unless they partake in the fun, of course).

Religious rituals to Bacchus enacted by his closest adherents, often outside of civilisation's walls include wanton carnal depravity and sexual obscenity sufficient to chill the blood of those with even a shred of self-respect. Blood sacrifice is often demanded by his satyrs, who drink it as mortal men drink red wine. His druids often wear goat-headed masks during ceremony, and the blood of slaughtered animals (or sapient victims) is allowed to drip down their torsos in exaltation of the god.
Persecutor

"Persecutor" is one of the 33 archetypes within the Disposition system. A Persecutor exhibits personal deference to a codified set of rules that they believe will allow them to conceal the truth for personal advantage.

## **Alignment Reference**

The Persecutor archetype corresponds with a Lawful Neutral alignment with an Evil tendency within the Nine-Point Alignment System.
Dullahan

A dullahan is a form of the Infected that is created by the "Create DUllahan" spell learned by powerful and unscrupulous necromancers. They are created from living victims who are decapitated at the culmination of the magical ritual, which takes an entire night to cast. Once the victim is thusly slain, their headless body is invaded by demons who integrate themselves into its molecular structure, making it Infected. The necromancer who creates the dullahan controls its actions for as long as they possess its severed head, and can see whatever is before the corpse by looking into the head's eyes (or, in time, eye sockets). Dullahans can absorb the souls of those they kill, and can be compelled to deliver these souls to their wicked master. All dullahans wish to regain their heads and often find and use various objects as substitutes. These include, but are not limited to, glass bowls, pumpkins, pails, skulls and vases. Dullahans may be freed by their masters, but most free dullahans were liberated when someone slew their controller, as necromancers know that their beheaded servants are likely to seek vengeance once out from under their compulsion.