recursal/Fanatic-Fandom huggingface dataset:
Fallan Seer'Quend Nau'Mell

**Character Name**: Fallan Seer'Quend Nau'Mell

**Player Name**: Andrew G

**Race**: Elf

**Homeland**: Doro Y'Edhel

**Profession**: Ambassador to Thorin

**3 Adjectives to Describe**: Jaded, bombastic, mischievous.

**Class**: OTHER

4 BP, 2 RP, 0 PP, 0 CP, +0 AP, 6 Skills

Max 5 BP, 2 RP, 0 PP, 0 CP, +1 AP, N/A Skills

**Body Points**: 5 (4 +1 XP)

**Armor Points**: -

**Total Hit Points**: 5

**Recovery Points**: 2

**Magik Category**: N/A

**Special Skills**: (1XP = 3SP for OTHER)

-Ability to *Blend* (like spell) at will (Racial Ability)

-NResistance to *Sleep* and *Charm* magik(Racial Ability)

-Remedy: Halve recovery time; 1 bandage and lying still for 5 minutes (Character Build)

-Medicine: Recover 1 BP; 2 bandages and lying still for 2 minutes (Character Build)

-Leeching: Cleanse blood of poisons, potions, or blood-related effects; six “leeches” per person while lying still for 5 minutes

(Character Build)

-Specific Lore: Dwarven Culture (1/3 XP)

-? (1/3 XP)

-? (1/3 XP)

**Special Items**: N/A

**Magikal Item Count:**

**Special Notes**:
-Status of Ambassador to Thorin

**Relative Wealth**:
Comfortable

**Allies**:
Kyril Feanor (DAVE M)

**Foes**:
Drow
Dakkorians

**Goals/Desires**:

**Weaknesses**:
-Quick to temper at threats to the Elven Queen and Elven people

-Eating and Drinking

**Campaigns attended by this Character /Date**:
"Inn of the Two Cats: Dwarven War Council"-J

une 502
"The Elven Court Inn"-April 503

**Experience Points Spent on this Character**: 1 XP

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

**History:**
-198: Born in Doro Y’Edhel

-291: While working as a physician, he worked with the Black rose soldiers fighting the Orcs; worked with Kyril Feanor

-311: Began working as a politician to become an ambassador to end the beast wars

-378: Made Ambassador to Thorin; Beast Wars end same year
Marna Sutter

**Character: Goodemiss Marna Sutter**

**Player Name**: Constance Chamberlain

**Race**: Human

**Homeland**: Akkoria

**Profession**: Crop ‘Chanter

**3 Adjectives to Describe**: Hard-working, earthy, pragmatic

**Class**: Mage

Max 5 BP, 2 RP, N/A PP, 10 CP, 1 AP, 0 SP / 7 Skills

**Body Points**: 4

**Armor Points**: 1 (leather bodice)

**Total Hit Points**: 5

**Recovery Points**: 2

Casting Points: 8

**Magik Category**: Elemental (Can Commune with Nature, per GM’s discretion)

Endure Root Tree Tremor Tame Heal Magik Bolt – Earth Magik Touch - Thorns

**Special Skills**: (1XP = 2SP)

**Special Items**:

**Magikal Item Count:** **1 Focus – sun & moon pendant (gift from a Lindoran)**

**Special Notes**:

**Relative Wealth**: Poor

**Allies**: Farmers, foresters, other elementalists

**Foes**: Urth, Rynith

**Goals/Desires**: Protect the elements from the ravages of overused Death Magik, Help farm folk

**Weaknesses**: Must always offer to share what is hers with others, cannot refuse a request for an object in her possession

**Campaigns attended by this Character /Date**: 'This Space Available' 2010

**Experience Points Spent on this Character**:

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

Asthma

History
Anzu

**Player Name**: Michael
**Race**: Djinn descended ( Many, many generations)
**Homeland**:Noste Kare
**Profession**: Escaped slave/ Dancer
**3 Adjectives to Describe**: Uncultured, Curious, shy

**Class**: Mage
Max 5 BP, 2 RP, N/A PP, 10 CP, 1 AP, 7 Skills

**Body Points**:4
**Armor Points**:0
**Total Hit Points**: 4
**Recovery Points**: 2

**Magik Category**: True
Focus: Ancient Scrolls (spell book)
Casting points: 9
Spells

Circle of Sand:

**Special Skills**: (1XP = 2SP)

**Special Items**: A magical scroll writen in Magik Language and ciphered

**Magikal Item Count:** 1

**Special Notes**:
Magikal Apptitue: +3 PP and +1 CP at creation. Because of Anzu's
heritage he understands and grasps magic much easier than most people
ever could.
Magikal Blood: Anzu may use the magik in his own blood as a source of
magikal energy. Anzu may sacrifice body points to be used Casting
points.

Detect Magik will make Anzu glow slightly. Not any objects, just Anzu
Discern Magik will give them a hint that there's something of wild pure magik inside Anzu.
Decipher Magik will let them know you're not entirely mortal but not what Anzu might be.
**Relative Wealth**: None

**Allies**:

**Foes**:Alkirn-dajn

**Goals/Desires**: To get out of Nost'Kare'

**Weaknesses**:
Magikal Blood: Entering a Void Magik area sets the Anzu to 0 BP as all
the magic in his blood vanishes. Being of a magikal heritage magik is a
very part of his lifeforce. Also having a dispel magik cast on him will
deal 1 BP points worth of damage.

Obedience: Djinn have strange reactions to certain spells especially
charm, which lasts for ten not five minutes on them and compel, which
instead of a one word command the spell allows for a five word command.

Eternal Servitude: If a containment object is found, like a lamp, ring,
bracers, etc-- it can be bonded to him. It'd require the master knowing
his True Name and inscribing it on the object.

Stutters

True Name

**Campaigns attended by this Character /Date**: Stallion's Tail Inn January 29th, 2011

**Experience Points Spent on this Character**:

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

**Character History**: *[link to another page]*
Hobgoblins

Hobgoblins are an offshoot race of the Goblins, and are similar in appearance. They are humanoid monsters with orange skin. Their prominent features are long noses and large pointed ears.

They possess human level intelligence and are very creative. Hobgoblins are capable of forging their own weapons. They can also speak the common human language.

Hobgoblin mages are not uncommon. They usually accompany Hobgoblin raiding parties.

The mortal enemy of the Hobgoblin is the Goblin. For some unknown reason the two similar races are overly hostile towards one another. They WILL fight any Goblins they encounter to the death.

Hobgoblins are less likely to scrounge armor and weapons as they can manufacture their own.

They tend to be worthy opponents in battle. They will only enter a fight that they think they can win. They can be reasoned with.

**MAGIK**:
**SPECIAL**:
Carrion

**Game Title: “Carrion”**
**Date: June 29-30, 1996**
**Location:** **Near Fort Mirfak,** Halgudar
**OOG Location: Chula Vista Campground, Frazier Park CA**

**Plots:** Halgudar
 Soldiers encounter Henry, a soldier who survived the total destruction
of Fort Shelton. Henry is tried and convicted of desertion. Henry proves
 his loyalty in Fight against Rynith troops that attack. Rynith
 troops search for Riva Daespar for an act of treason against the Rynith
 Elite Guard. Rowan, Devon, and Talaine perform last rites for a Dryad and earn the favor of Auberick. Kobolds frequently raid the countryside.

**Cast (17)**
Cabernet Baugh as Rowan Elspeth
Dale Brodt as Tarrik
Lisa Bruner as Imset
Mike Budzik as Owen of Veldron
Ernest Burnett as Mordekai of Veldron
Nik Carey as Talaine Silverfox
Andrew Gaughen [GM] as Hun and Kolas
Andrew Elkins as Riva “Wyvern” Daespar
Matt "Chief" Flesher as Kiirlag
Aaron Lyle as Martin Arthur of Veldron
Annie Mahlik as Lillian
Lori Pascarella as Kerina
Jesse Rosier as Devon of Glen Ferran
Jason Ryan as Katarr E’s’marian
Brooks Shepard as Henry of Halgudar
David Simonson as Saxif Da’an
Marshall Wilson as Thaldaine Daile
Kobolds

Kobolds are brown monsters with large pointed ears, small sharp teeth, and small black dog-like noses.

Kobolds are of below average intelligence. They are not smart enough to forge their own weapons and they cannot speak the common human language. Kobolds are ineffective at growing food and raising livestock.

Since they are smaller and weaker than most humans, Kobolds tend to be the bandits of the monster kingdom, surviving through pillaging.

They are not known to have any magikal abilities.

Kobolds make barking and other dog-like noises.

Below average intelligence often causes Kobolds to do stupid things. They will commonly get caught in simple lures and traps.

Kobolds are weaker than most other monsters. Because of their weaker nature, their tactics tends towards AMBUSHES, GANGING UP on a lesser number of humans, and HIT AND RUN raids. They like to be light and fast. Fast attacks and retreats. The Kobold philosophy is “get it and go.”

Kobolds are scavengers and will scrounge weapons and armor as well as clothing, food, gems, and any other items they believe to be of use.

**MAGIK**:
**SPECIAL**:
Han's Realm

Being the first offspring of the Daemon Grixlor (believed to be one of the oldest if not the first Daemon) Han Faj’n is very old. Unlike most Daemons however, he has found that greed is a much more moving force than terror. Has has, over the centuries, chosen to buy off people rather than kill them. He has a vast number of followers of all races that he thinks of as assets. Having chosen a Dwarven clan as his closest allies, he resided in the mining caverns of the Soulforge Clan, a clan who took their name from his own special ability. Under his direction, the Clan’s mines now extend under the northern Thorin border and into Gesnor. The Gesni do not know this. He cares nothing for borders anyways, feeling them as a simple annoyance. He controls the direction of the mining, keeping most of the gems for himself. The leader of the Soulforge Clan, Gaius, agrees to this since he gets to keep all the ore, some of the gems (which is still considerable given the amount the Daemon can find), and every ten years a magikal weapon from the Daemon’s own forge. The Soulforge Clan had grown very strong thanks to the Daemon.

In July, 499, the body of Grixlor was slain. The spirit of the Great Daemon did not wish to perish and took up residence inside Han Faj’n. Being a Greater Daemon as well he was not possessed, but became rather schizophrenic for a time. During this period he was known to have violent outbursts (destroying Inns, stables, and four entire villages) until he was able to acquire an artifact from Ardan Hellconia that allowed him to exorcise his sire’s spirit. Grixlor’s spirit now resides in this artifact and Han Faj’n returned to what he considered his normal state. The Daemon chooses not to attack without reason, although when provoked his enemies soon find out just how powerful the older Daemons can be.

Once his sire's spirit was bound, his younger siblings began to fight for control of Grixlor's realm. As an Elder Daemon, the dimension he inhabited was vast and powerful. As the fight ensued, the Soulforge Clan was all but decimated. Using his great fortune, Han hired adventurers to gather the most powerful weapons he had crafted over the centuries: his sword, his shield, and his helm. A Champion was chosen and on a small patch of rock suspended between dimensions the battle for control of his realm began. His own daemonic forces were backed by mages from The Sequestrum led by Darian. The two were occasionally seen together, appearing in combat with other daemons and then retiring to a local tavern before returning to continue their battles.

Rumor has it that Han and his forces won control of his sire's realm. His first offspring was insulted by members of the Lindoran Army, House Urth of Dakkor, and a small band of adventurers. It is not known how he feels about the new country of Urth.
Manar

Goddess of the Senses.

Worshipped primarily in Nost'Karé and Sha'Thraem

Worshippers tend to behave in very sensuous ways, finding aspects of Manar in all experiences, both pleasurable and painful. Manar's devotees seek to experience as many types of sensations as possible, pursuing enlightenment and fulfillment. This has given Manar and her followers a rather dubious reputation in most of Xaria.
Alcanor Geoffrey

**Character Name**: Alcanor Geoffry
**Player Name**: Trevor Story
**Race**: Human
**Homeland**: Karandia, City of Trauu
**Profession**: Necromancer, Family Inquisitor, Noble
**3 Adjectives to Describe**: Quiet, Refined, Eloquent

**Class**: Mage
Max 4 BP, 2 RP, 20 PP, + 10 addtl, 1 CP, 0 AP, 0 Skills

**Body Points**: 4
**Armor Points**: 0
**Total Hit Points**: 4
**Recovery Points**: 2

**Magik Category**: Death
Special Ability: ﻿﻿﻿﻿﻿﻿﻿Death mages continually radiate an evil aura
that is readily seen by others of their ilk, (including greater undead,
those possessed by evil, and other malevolent forces.) If death mages
concentrate for 30 seconds, they can detect the evil aura of another
death mage. Little honor exists among such creatures, yet the evil aura
may afford a death mage the opportunity to be heard or spared when
others are not. Some benevolent powers can detect the aura and they too
will act accordingly.

**Spell list: 20pp + 10 +20**
Animate Dead 6
Call Undead 1
Control Lesser Undead 4
Decipher Magik 2
Detect Magik 1
Interrogate 2
Light 1
Pain 1
Pass Ward 4
Silence 6
Speak with Dead 1
Teleport 5
Desecrate 3
Corrupt 3
Control Greater Undead 8
Fear 1
Incite GM Gift (Edge of the Abyss)
Drain Life GM Gift (Edhel'ore Dagnir)

**Special Skills**: (1XP = 2SP) None

**Special Items**: None

**Magikal Item Count: Focus (Family Heirloom)**

**Special Notes**:

**Relative Wealth**: Wealthy

**Allies**: Scarlettina Geoffry, Antillia Geoffry, Ermintrude Geoffry (NPC)

**Foes**: Reginald Farnsworth III, Svar Vorchanchin

**Goals/Desires**: ﻿Gain wealth, power, and knowledge.

**Weaknesses**: Must take time out to be devout to his dark god, Chaos (Daggon).

**Campaigns attended by this Character /Date**:
"Edge of the Abyss" - July 31st - August 1st, 2010
"\*\*//Edhel'ore Dagnir//\*\*" -September 25-26th, 2010

**Experience Points Spent on this Character**: 3

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**: None at all.

**Character History**: Alcanor
Dark Force Rising

November 8, 497
In-game location: Orange Duchy, Quivera, amidst the Dakkor / Moro Y'Edhel war
OOG Location: Fazier Park CA, Chula Vista Campground
GMs: Andrew E, Lori P

Synopsis: Dakkor had sent word to Doro Y'Edhel
 that they wished to speak of a possible end to the hostilities. The
Elven High Council sent Kyril Fëanor and a hand picked team of 6
soldiers to represent Doro Y'Edhel. Terrel was also assigned to this
mission. When the two parties of delegates from each country began their
 talks, a party of Moro Y'Edhel (Drow) attacked them both. Eventually,
the Drow were slain, save one that escaped. The delegations met again
and discussed their terms and possible concessions. Several
elementalists and clerics following Nae'del's teaching received a vision
 of the sun setting and great caves opening in the ground and hundreds
upon hundreds of Drow rushing out and attacking.
It was later discovered that the Drow attacked both Chalter Medrium and Dakkor that night at sunset.

Cast List:
Dale B: Sir Oronor Sarn
Lisa B: Lt. K'Lana (Dakkor)
Ernest B: ? (Drow)
Nic Carey: ? (Drow)
Corbin: ? (Soldier - Chalter Medrium)
Andrew E: Terrel Amistad [GM]
Darin E: Alik
Tami Feifer: Anabelle
Andrew G: Haggard Dye
Jen G: Arachnee (Drow)
John Hames: Calou (Dakkor Foot Soldier)
Harry Hsu: ? (Drow)
Robert Jimenez: Lt. Porl (Chalter Medrium)
Ken: Vekar Amistan (son of Terrel)
Duffy LaRochelle: Yangtzel (Drow)
Aaron: Earl Alan Wendle Horatio IV of the Orange Duchy
Dave M: General Kyril Fëanor
Dave Murphy: Captain Brach
Devin: Captain Llyruviel Y'brea
Michael P: Cass
Lori P: Thea'lora E'dal (Drow) [GM]
Coffee: Jerisye Dehlnir
Jesse Rosier: Seoman Feylanta (Dakkorian High Priest)
Jason R: Sir Sylvi'nar Fyndaris
Scott W: Sgt. Delger (Dakkor)
Invasion

September 13-15, 502

In-game location: Northeastern Lindoran road, countryside

McGill Campground, Frazier Park CA

Synopsis: The Sequestrum have allied with the Drow in order to create Drow warriors that can walk in the sunlight. The two forces are abducting travelers and performing a necromantic ceremony that removes their ability to walk in the daylight. They are then instilling Drow Warriors with this extracted ability. Travelers are requested by Lindoran troops to stay in the area until they can make certain that travel is safe again. Later that day, the Gesni allies to Lindora arrive and help in the search for the missing people. The travelers encounter the Daywalkers and Sequestrum during the day. When night falls, some of their number go missing and are located at the site of a new ceremony bring performed by a Drow Witch. They defeat the Drow, but not before the Witch escapes. In her flight, the witch drops some of the harvested daylight. The following day, the Lindorans have confirmed that Talenin is a necromancer and arrest her. Lindoran law sentences her to death. After the Lindoran’s kill her, the travelers join forces again to oppose the Lindorans. Eventually, Talenin is resurrected and the travlers decide to wait to until they reach Doro Y’Edhel before they attempt to heal the afflicted characters.

Cast List:

Hilary: Talenin

Jun Ahn: (Winter Elf)

Mike A: Ekaiver, Gesnor Soldier, Sequestrum Mage, Farmer John, Drow Warrior, Lindoran Soldier

Cabernet: Gesnor Soldier, Sequestrum warrior, Drow warrior

Sarah Bragg: Rozalyn

Dale B: Cpl Kole (Gesnor), Sequestrum Warrior, Streea dal’l Tangi (Daywalker Drow), Auberick

Lisa B: N’eitham-mor Vorn

Mike B: Pestwick

Ernie B: Castus (Dwarf)

Dave (Robin): Ae’Rik

St. John Colón: Part: Goblin, Drow Warrior

Ingrid: Zamora

Andrew E: Melt'l

Andrew G: Pvt Hagan (Lindora), Sequestrum Warrior, Ozog [GM]

Sammy: Yavie Andune

Haleanna: Ensorrell

Dawn J: Goblin, Drow Warrior

Angelica: Maggie

Mike K: Lord Errich Rubeus

Vern: Despacho

Phil L: Ceril

Aaron: Fledge

Dave M: Pvt Justin Miller (Lindora), Captain Jöst (Gesnor Eagle Elite), Streea dal’l Tangi (Daywalker Drow) [GM]

Kelly Ann: Pvt Gerri Kerrpopple, Sequestrum Mage, Drow Witch

Jen Murphy: Lavas Asea

Devin P: Manasseh

Michael P: Silviren Ithilion

Constance: Rose Tanner

Coffee: Mattucia (Winter Elf)

Jason R: Galium (Winter Elf)

Scott Ryden: Tirhinion

Joel S: Neema Grilloc (Wayfinder guide)

Kasey S: Nemasia

Dave Selvadurai:

Joanna S: Aradnael

Michael S: Virraddon

Shaun Smith:

Sarah Tacoma: Twila

Matthew T: Sgt Elray (Lindora), Gesnor Soldier, Sequestrum Warrior, Madman, Drow warrior

Chris T: Brother Danaan, Forrest Gal’aurias (Virraddon’s brother)

Kevin T: Hadrian Runeforge, Jaucinde Gal’aurias (Virraddon’s brother)

Laura Thompson: Rosie-May

Leslie Thompson: Goblin, Drow Warrior

Marilyn Thornley: Allithea
Drunken Peacock Inn

**Game Title: “Drunken Peacock Inn”

aka "Outrageous Lies"

Date: April 22, 1995

Location: Akkoria

OOG Location: Brodt/Gaughen/Miner Apt, North Hollywood CA

Plots:** All travelers bring their most Outrageous Lies to the Inn. The Best Lie wins a prize.

**Cast (14)**
Dale Brodt as Tarrik

Lisa Bruner as ? (Noble Woman)

Sam Coroniti as ? (Mage w/no shoes)

Andrew Elkins as Risha

Jan Dent as Chelsea

Andrew Gaughen as Gault

Jen Green as Riadhel

Mike Kelly as Anik Dote

Duffy LaRochelle as ? (Galluran)

Dave Miner as Eremon Fein

Kevin O’Hara as Daemir Du Gul

Coffee Polk [GM] as ? (Inkeep)

Tracy Reed as ?

Jason Ryan [GM] as ? (Inkeep)
Cursed Coin

**Game Title: “Cursed Coin”

Date: May 27-28, 1995

Location: near Grath, Chalter Medrium

OOG Location: Dan Shurtleff's land, Castle Creek NY

Plots:** A Cursed Coin draws monsters to it and the holder. A magikal amulet holds the key to lifting the curse.

**Cast (7)**
Jim Hawkins as Nayru
Tim Miner [GM] as Conor
Rob as ?
Ben Scott as Gambit Coolridge
Dan Shurtleff [GM] as ?
Jeremy Starley as ?
Srim Wolfram as Sringara
Bloch's Current Situation

===== A former
Lindoran Witchmeuller, Lucius was promoted to Commander of the Lindoran
army when Urth’s invading army broke through the Western Defenses and
wiped out the Lindoran High Command. Realizing the futility of the
situation, Bloch led a retreat southward into Halgudar gathering as many
 civilian refugees as he could find and leading them to safety. Once in
Halgudar, Bloch and his surviving troops began a series of guerilla
attacks against Urth meant to stop their advance southward. After the
Halgudari left their homeland and Rynith took over, Bloch brokered a
deal with Rynith. In exchange for the safety and fair treatment of the
Lindoran refugees, the remaining Lindoran troops would join the Rynith
Guard. While Rynith troops enjoy harassing the new conscripts, Bloch is
kept under constant watch. Rynith is wary of their new ally Urth and
having a former Witchmeuller may come in handy. =====
AlchemySpellList

This study of magik infuses arcane concoctions with magikal power. When
these potions or powders are ingested by someone, the result is as if a
spell were cast on that person.

Alchemists are usually the kind of mages that are happiest in their
laboratories discovering the precise mixture of ingredients that will
achieve the greatest effect.

Alchemist potions and powders are magikal in nature and a detect magik
spell will reveal their presence. Alchemic mixtures are also considered
magikal items and therefore, can only be carried in limited number.

Not all spells can be turned into the physical forms of liquid or
powder. In turn, some concoctions are specific to this field of study
and have no counterpart in regular magik.

Special Ability: Alchemists infuse magik into powders and potions per
the spell create potion/powder. This is an inherent ability and no PP
are spent to acquire it (CP are still needed to use the ability,
however).
Inn of Two Cats

**June 22, 502**

**In-game: The Inn of Two Cats, Palrim**

**OOG: Schonbrunn Residence, Mar Vista, CA**

**GMs: Joel & Kasey?**

**Synopsis:** The Annual Dwarven War Council was held at the Inn in Palrim, to allow for those who are not welcome in Thorin to speak their peace. Thorin's position within the 3 Peaks Accord, and the Dakkorian Campaign were discussed at great length. The Inn was also an underground meeting place for the Palrim resistance movement. Many various folk showed up to speak at the council, or hear what was discussed, including a Demon, the Elven Ambassador to Thorin, A kobold, and a Drow Veldron knight!

**Cast List:**

Mike A: Shock

Cabernet: Tara

Mike K: Lord Errich Rubeus

Joel: Inn Keeper, Orion Cragstone, [GM]

Kasey: [GM]

Aaron: Fledge

Ernie: Jordan of Veldron

Michael S: Obsidian Pathmaker

Devin: Gravel Stitchgash

Jason R: Farnstall Toolwright

Ingrid: Biscuit the Mighty, Kala

Chris T: Fenris Fireheart

Paul E: Dolloch, Gorik Slateheart

Andrew G: Fallan Seer'Quend Nau'mell (Elven Ambasssador to Thorin)

Dave (Robin): Han Fa'Jin the tusked

Phil: Ceril Gaff (White Tigren Beastman)

Vern: Singinius Dominicus - Optio, Cargill Barbang

Michelle K: Michaela Cinna- Pontifex

Nick B: Dennis from Department of Water and Fire

Robin B: Bar Wench

Matthew T: Dwarven bard

Jen Murphy: Lucy the barkeep

Randy: Dwarven Barkeep

Haleanna: Brenn, Bard

Angelica: Maggie, Bard
Kyle

**Character Name**: Julian Kyle

**Player Name**: Dave Miner Jr

**Race**: Human

**Homeland**: Karandia

**Profession**: Karandian Mage Private, Blue Talon

**3 Adjectives to Describe**: Dedicated, Nationalistic, Efficient

**Class**: Mage: 4BP, 2RP, 20PP, 8CP, 0SP; max 5BP, 2RP, \*PP, 10CP, +1AP, 7Skills

**Body Points**: 5 (4 original + 1XP)

**Armor Points**: 1 (Leather Armor)

**Total Hit Points**: 6

**Recovery Points**: 2/hr

**Magik Category**: True

**Purchase Points**: 70 (20 original + 5XP @ 10PP)

**Casting Points**: 10 (8 original + 2XP)

**Focus**: Spell Book

**Spell List**:

Karandian Mage Academy Basic Training: *Detect Magik (1), Freeze (2), Magik Shield (3), Shield (2)* [Subtotal: 8]

Karandian Mage Academy Blue Talon Training: *First Strike (2), Force (2), Magik Wall-Stone (3), Repulse (3), Ward (5)* [Subtotal: 15]

Karandian Mage Corps Blue Talon Advanced Training: *Dispel Magik (4), Mage Armor (4), Petrify (4), Reflect (4), Repair Armor (2), Shift (4)* [Subtotal: 22]

Karandian Mage Corps Blue Talon Special Duty Training: *Endure (4), Fumble (5), Haven (7\*), Invisibility (3), Mass Teleport (5), Purify Food/Drink/Vessel (1)* [Subtotal: 25]

Total PP: 70

**Special Skills**:

-Magik Script (True Magik Skill; No SP cost)

**Special Items**:

-Turtle (with blue shell) Pendant, no special abilities or function

**Special Notes**:

-Kyle has a Forget/Permanency cast upon him, regarding the circumstances around the Royal Family and his month in service there. (See Character History)

-Kyle also has a Quest/Permanency cast upon him, not to talk about the circumstances leading to, or surrounding the Royal Family or his military hearing resulting in his demotion. (Also, see Character History)

**Magikal Item Count:** 2 (Permanent Spells)

**Relative Wealth**: Poor

**Allies**:

Blue Talon (“Turtles”)

Karandian Mage Corps

Karandian Army

Karandian Allies

**Foes**:

Enemies or opposition to Karandia

**Goals/Desires**:

-To Serve Karandia

**Weaknesses**:

-Commitment to his Duty and his country

-His failure and record with the Royal Family

**Campaigns attended by this Character /Date**:

“The Closing Circle Part XIII – The Final Toast” November ‘99

“The Muddy Trench; Where Talons Drink” April 5, 2003

"Mage Talon Field Training Day” July 31, 2004

**Experience Points Spent on this Character**: 8XP

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**: None

 Character History
Lunaryon

**Player Name**: Michael
**Race**: Half Elf
**Homeland**: Dakkor, House Lom
**Profession**: Seer/ Medicine Man
**3 Adjectives to Describe**: Soft-spoke, Gentle, calm

**Class**: Mage
Max x BP, x RP, x PP, x CP, +x AP, x Skills

**Body Points**: 4
**Armor Points**: 0
**Total Hit Points**: 4
**Recovery Points**:2

**Magik Category**: Divine

**Gods:**
-Moere
- Ancestors

**Spells**
From Moere:
Bless: 3

From Ancestors:

Soloniel
(Raven)

**Special Skills**: (1XP = 2SP)

**Special Items**:

**Magikal Item Count:**

**Special Notes**:

**Relative Wealth**: alright

**Allies**: House Loth

**Foes**: House Urth

**Goals/Desires**: To bring balance back to Dakkor

**Weaknesses**:

**Campaigns attended by this Character /Date**:

**Experience Points Spent on this Character**:

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

**Character History**: *[link to another page]*
Cabal

During unknown dates during the Second Age of the Consortium, a group of
 mages opposed the (then current) Nine High Mages of the Consortium.
These mages, according to historical documents, were powerful enough in
their magiks as to be seen as a serious threat to the Nine High Mages.

At an unknown date, the Eyes of Munin
 informd the Nine High Mages that they Cabal would be involved in both
their and the Consortium's downfall. Seeing them as an threat to be
eliminated, they set up a trap for the Cabal. They lured they to >
Butte, an isolated location by a Consortium Arch, with the promise of studying the Godstone.
 There, the Nine High Mages, along with their personal guard, ambushed
the Cabal of Higher Necromancy. During at a battle at UNKNOWN Butte, T

They are known in modern Xaria as "The Mad Mages"".

Various members sighted include:

Arlynn (Aaron L.)
Coriander (Cynthia B)
Jakalamana (Kevin O)
Garrison Kachai’n (Corbin E)
Meg (Ingrid DeB)
Nihou (Andrew G)
Lester Wisbrod (Mike B.)
Semimodo (Ernie B.)
Deities

Here are listed the many gods, goddesses, spirits, deified beings, and
other divine forces which hold sway over the hearts and fates of the
peoples of Xaria.

## Human Deities

* Bran
* Creer
* Choth
* Daroc
* Lothar
* Luna-Dian-Crone
* Magnus Rex
* Manar
* Mareatta
* The Mother
* Mother Earth
* Niva
* Regle
* Sea
* Sky
* Solana
* Solara
* Soreth and Thoros
* Sun
* Thyr
* Vashna
* Vorak the Conqueror
* Walwiin the Traveler

## Elven Deities

* Auberick
* Baethis
* Curonor
* Detherwyn
* Moere
* Vesve
* Phos (Ghirtab)

## Dwarven Deities

* The Crafter
* Magma
* Obsidian
* The Great Wyrm
* Zhuggoth-Goran
* Morg
* Urick

## Beastman Deities

* The Great Beast Lord
* Shakara
* Ursala

## Monster Deities

* Skuag
* Gahn-don-shric
* Jurkan

## Other Deities

* Chaos (Daggon)
* Order (Eurynome)
* Torma
* Corbae
* Izel-hel
Dark Frontier Builds

Howdy! The
"Build Page" is dedicated to the creation of items, objects, costumes
and things for the Dark Frontier world. Here we can share our
discoveries and processes for making things so others too can benefit
from our learning experiments.

**Maverick Holster (Dave M)**
I know that
several players have and/or are planning to modify the Nerf Maverick for
 the Game. I think it's a great idea. In fact, I've been modifying one
of mine as well. But one of the issues that comes to mind is how to
carry it in game without just tucking it in a belt or stuffing it in a
jacket pocket.

Here was my quick holster solution. Total build time was less than 30 minutes. (It will be longer without a sewing machine.)

I had a
premade black canvas belt pouch that I purchased at an Army Surplus
store (specifically Supply Sergeant in Burbank). Here is the pouch and
pouch open.

The back of the pouch.

Using a seam
ripper, I removed the belt loops and moved them to the top edge of the
flap, keeping them in approximately the same spacing from one another.

I then removed
 the front pocket from the pouch. I cut a small strip of the pouch
including the male side of the snap. I took a piece of nylon strap and
sewed to two together to lengthen the new strap. (Another piece of the
front pocket could be used as well.)

The strap/snap allows the wearer to move a bit more energetically and keeps the Maverick secure.

The back (original pouch and holster build)

The front (original pouch and holster build)

**Maverick Repaint Test-1 (Dave M)**

**Maverick Repaint Final (Dave M)**

**Edison /Parris Magnum - Grip Repaint (Dave M)**
I was looking
for a little variation in my Edison guns for the western game. I have
fond memories of the cap guns of my youth so I decided I wanted ivory
grips.

I removed the
grips from one of my Edison Revolvers. It is a single screw that keeps
it in place. Once removed, I spent some time and sanded the texture from
 the grips. I used a variable speed Dremel with a course sanding drum to
 remove the bulk of the heavy texture on the grip. Then I finished the
clean up with sand paper and a file, to smooth it out.

I used a gloss white spray paint for plastic, then later gave it a dusting from an "almond" color paint.
Mage Academy Field Training

**July 31, 504

In-game: Eastern Karandia

OOG: Chula Vista Campground

GM: Joel

Synopsis:** Based on recent events outside of Karandia, the Military has decided to offer some supplemental field training to the elite Mage Talon Corps. All active Talons not on specific field missions are ordered to attend.

Cast List:

Joel - [GM]

Mike A - Connor MacLoren

Nick B -

Kevin T -

Ernie -

Cassidy -

Aaron -

Haleanna -

Constance - (Exchange Student from Razlowe/Rynith Court Student) Pvt Halla Litar (White Talon)

Dave M - Pvt Kyle (Blue Talon)

Ingrid -

Mike B -

(Character pics were taken for this game, and can be linked here at some point.)
Hatred of Non Humans

Game Title: "Hatred"
Date: July 16, 1994
Location:

[[]]
OOG Location: Dan Shurtleff's land, near Binghamton NY

Plots: A wizard spread hatred of the non-human races throughout the land.

Cast (unknown)
Tim Miner as Conor

Dan Shurtleff as Finn MacCuhal

Note: Very little is known about this game. The date was confirmed by one of the two knonw players to attend. No current players attended this event. If you have any information, please let us know.
Herbalist Spells

This study uses an intimate knowledge of various flora, fauna, and mineral properties to create potions and powders. When these potions or powders are ingested by someone, the result is as if a spell were cast on that person. These infusions can counter the effects of magik spells and other potions and powders, though strictly speaking, an herbalist’s creation is not magikal.

Herbalist’s concoctions spoil and become ineffective after six months time. Because their study is not magikally based, there are certain potions and powders herbalists cannot create. Some concoctions are specific to this field of study and have no counterpart in regular magik. Even though herbalists are not magik wielding characters, for game mechanics reasons, they are included in the mage class.

Special Ability: Herbalists have knowledge of recipes and the understanding of the correct, natural ingredients to create potion/powder. This is an inherent ability and no PP are spent to acquire it (CP are still needed to use the ability, however).

Herbalist’s concoctions are non-magikal and therefore, undetectable by a detect magik spell. There are also no limits to the number of herbalist potions or powders that can be carried at one time.
Jerry's Puppet

**Game Title: ?

Date: April 23-24, 1994

In-game Location: Hagar Hills, border of Icara and Karandia (this is theory, not remembered by anyone active)

OOG Location: Hagar's Land, Bainbridge NY

Synopsis:** An evil mage was transformed into a flying lizard that was attemptng to be turned back, and the good guys had the sword which was one of the components as well as other bits to find throughout woods.

*This game is poorly remembered by Mike A, who is the only active Campaigner who was there (to the best of his recollection).*

**Cast List (?)**

Mike Antos

Eric Reuter

Jerry Pesce [GM]

Dane Leeman [GM]

Heather America played her annoying sprite.

Becca Brown

Sammy Jarnot?

Matt (of the Inn of the Scarlet Motley was there)

Jen Albright (maybe?)
Dermot

**Character Name**: Dermot
**Player Name**: Dave Miner Jr
**Race**: Taxidean (Badger Beastman)
**Homeland**: Vesve Forest
**Profession**: None
**3 Adjectives to Describe**: Tenacious, Unassuming and Taciturn
**Class**: Fighter

**Body Points**: 5
**Armor Points**: 1 (leather)
**Total Hit Points**: 6
**Recovery Points**: 3

**Magik Category**: N/A

**Special Skills**: Foraging (food & belongings)
**Special Items**: Staff (made from the rare varigated peltogyne or "purpleheart" of the Vesve)-no special abilities

**Special Abilities**:
-Badger beastmen are naturally immune to the spells *Root* and *Exhaustion*

**Relative Wealth**: Poor

**Allies**:
-Wilford & Althea (no players)

**Foes**:
-None yet

**Goals/Desires**:
-Find his father's Great-sword
-Explore the world and experience it
-Find more of his kind

**Weaknesses**:
-Uneasy toward humans
-Somewhat naive about the world outside the Vesve Forest
-Does not speak Xarian very well
-Cannot read Xarian as well as other beastmen

**Campaigns attended by this Character /Date**:
“Seaside II” May 3-4, 1997
“Brinksmanship” June 21-22, 2003

**Experience Points Spent on this Character**: 0

**Do you, the Player, have any medical problems that the GMs must know about?** No.

**Character History**:
Dermot spent entire early life, growing up in the den of his parents,
Wilford and Althea. Their den was a small cave, furnished with a few
meager belongings including a chest (of which Dermot never knew the
contents). His life was simple, filled with little more than foraging
and playing. His parents taught him the basic tenets of life. The
Taxideans ways were very closely related to the natural order, enough
not to disturb the Elves and Fey of the Vesve.

When Dermot reached the age of maturity (16), his mother and father had
one final talk with him. Wilford described life in the world outside of
the den and the nearby forest. He told the tales of the Beast Wars.
Althea told him of the lost heritage of the Taxidea, and her fear that
all other Taxideans died in the Great Beast Wars. She also told Dermot
of Wilford's battles in the Beast Wars. Wilford was a competent warrior,
 but when the end of the Beast Wars came there was a grand confusion and
 chaos among the beastmen. And that was when Wilford lost his
Great-sword. It was the heritage of his family for generations of
Taxidea.

Wilford opened the locked chest and gave Dermot the contents. These were
 items used by Wilford when he fought in the Great Beast Wars. They were
 now to be Dermot's, “to protect him on his journeys through man's land,
 where tales of the Great Beast Wars still sting man's heart, and the
beastmen are not always allowed to walk without fear.” Dermot wears his
father's leather armor and tabard.

When spring warmed the ground, and the skies were clear again, Dermot left the Den for the world outside the Vesve. (Spring 497)
Dermot's quest now was to leave the forest that had sheltered him, and
travel the outside world... and to find his father's sword. In his
journeys he hopes to someday find more of his kind, and perhaps even a
mate, so Taxidea can continue.
Alfred Kern

**Character Name**: Alfred Kern

**Player Name**: Andrew G.

**Race**: Human

**Homeland**: Karandia

**Profession**: Mage Mercenary

**3 Adjectives to Describe**:

IMPATIENT, DENSE, PETTY

**Class**: Mage

Mage: MAX-5 BP 2 RP \*PP 10 CP 5 Skills

**Body Points**: 4 BP

**Armor Points**: 1 BP (Chain)

**Total Hit Points**: 5 HP

**Recovery Points**: 2

**Magik Category**: ELEMENTAL

**Purchase Points**: 20 (20 orig.)

**Casting Points**: 8 (8 orig.)

**Focus**:

**Spell List: (20 out of 20)**

*First Strike (2)*

*Magik Shield (3)*

*Shield (2)*

*Reflect (4)*

*Command (3)*

*Blend (1)*

*Detect Magik (1)*

*Decipher Magik (1)*

*﻿Root (1)*

*﻿Tree (2)*

*﻿*

**Special Skills**: (1XP = 2SP)

*COMMUNE WITH NATURE*-Elemental mages are able to commune with nature at any time. This ability allows the elemental mage to speak directly with the forces of nature and gather information from the very rocks and trees. Anything learned through this ability will be imparted by the GM. At all other attempts, the forest is at peace. (o xp)

**Special Items**:

None

**Magikal Item Count:**

-None

**Special Notes**:

**Relative Wealth**:

-Poor/Struggling

**Allies**:

**Foes**:

-Karandian Armed Forces

-Mage Sgt William Schist (MIKE ANTOS)

**Goals/Desires**:

-To be wealthy

-To make one great 'score'... whatever that is!

**Weaknesses**:

-Follower

-Dim

**Campaigns attended by this Character /Date**:

**Experience Points Spent on this Character**: 0 xp

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

-Allergic to Aspirin based products

-Weak right knee

**Character History**: *[link to another page]*
Beastmen

These humanoids are rumored to have been created long ago by the Beast Lord to battle mankind and protect the pure animals. Physically, they
look like humans with features of the animal after which they are
fashioned.

It is said that the Beastmen have long since been abandoned by the Beast
 Lord. Some now strive to integrate themselves into society. This proves
 to be difficult due to their peculiar nature. Elves tend to get along
better with Beastmen but humans generally scorn them because of old
resentments passed down from the time of the Beast Wars (see Xarian timeline). Ironically, there are ill feelings between varying breeds of Beastmen who often do not get along with one another.

The uncharted southern continent of Leniel is thought to be the Beastman
 homeland, although Beastmen can be found throughout Xaria. Generally,
Beastmen living in Xaria are mercenaries, thieves, and beggars, but some
 have formed their own packs and still retain their beastly honor.

Beastmen are susceptible to both CHARM and TAME spells.

## Special Abilities

 Beastmen have advantages that are specific to their animal counterpart.
 For example, an Ursine (Bear) Beastman, being strong and hearty, might
have an extra Body Point or the ability to instill fear (as per the FEAR spell). Theoretically, Beastmen can also converse with actual animals of their own type *[good luck doing that on a game]*. If you are planning to play a Beastman character, you should discuss your character’s special ability with the GM.

## Character Examples

 Ovisians (Sheep) - Prax, Lanolyn

Leporids (Rabbits) - BunBun

Ursines (Bears) - JoJo, Rex

Avians (Birds) - Fletch, Orm

Felines (Cats) - Todd, Risha, Rayna, Gamaliel

Rodents - Scaven, Kiki

Primates - Hajiman
Hangman's Tree

The Hangman’s Tree is a singular creature created of magic. It is believed that there are no others.

The tree was a local hanging tree outside a small town. A novice wizard was attempting to create a Golem servant from the remains of the criminals left on the tree. In his experiment he used the spells AWAKEN, RESURRECT, and ANIMATE DEAD. Somehow, this combination of spells was accidentally directed in to the tree, combining the essences of the dead men and brining awareness to the heart of the wood.

The mage ran off in terror seeing the tree changed and tearing free from its roots.

Given the knowledge of evil from the spirits of the dead within it, the tree is angry and mean. It seeks out the one that cast the spells or another mage who can cast the correct combination to release the darkness and become a tree once more.
Darklings

Over a millennium ago, the Darklings infested Xaria like a disease. Some
 thought they came from Drow experimentation, others that they were
offspring of Goblins and Demons. Surface Elves saw them as a blight on
nature and fought to remove them. They were successful and the Darklings
 retreated deep underground. However, with the recent departure of many
of Xaria’s elves, the Darklings have chosen now to resurface. They seek
to steal the life force and magikal items of man as parasites. All
Darklings have a natural fear of elves and will avoid them unless they
vastly out number them.

Complaint by villager on the outskirts of a Quiveran town to a Quiveran Army Officer:
“I don’t know what they were. I just don’t know. Like I said, I was
chopping wood out back when I heard my wife scream. She was walking
little Jebby down by the crick as she does every evening ‘round that
time. I ran hard and found her cradling my boy and sobbing. No he wasn’t
 dead, thank Auberick. But he sure was sickly. Then I saw them. For only
 a moment, they looked at me with their cold black eyes then they just
disappeared. I had turned to my wife for a second they just couldn’t
have hid so fast. No, I told you, they weren’t goblins nor barbarians,
nor the drow. I just don’t know what they were. Jebby’s recovered fine
over the last week, but that don’t matter. You got to send out a patrol
in the those woods and find those black devils.”
Naga

The Naga are Ophidian (snake) Beastmen who are masters of True Magik and Death Magik in the same way the Tengu are masters of swordplay.

Naga and Tengu are mortal enemies. The specific reasons for this enmity have been lost in time, but it is enough for most Naga to believe that the Tengu will do anything to see their people eradicated.

They are native to Yentar.
Ghouls

Ghouls are undead, nocturnal humanoid creatures who feast upon the corpses of the dead.

Ghouls are pale, have sharp, canine-like teeth, and are usually dressed in tatters, which often causes them to be confused with Zombies, amongst whom they can often be found. They behave in a feral manner, crouching and running like wild animals, and unlike Zombies, they are cunning and move very quickly. While they prefer the taste of rotting flesh, they harbor a hatred of the living, and will usually attack the living on sight. They generally do not communicate except through snarls and gibbering.

Ghouls are known to use their filthy claws and teeth to inflict damage upon the living, but their most disturbing feature is their ability to cause the living to fall asleep (as per the SLEEP spell).

Ghouls dislike light. It does not harm them, but they avoid it when possible, and will do what they can to snuff out light sources. They fear fire, both for the light it creates and the pain that burning can cause.

Ghouls do not use magik.

How ghouls come to exist, and whether they were once human or Elf or are an entirely unique race, is currently unknown to Xarian scholars.
Aeylarik

**Character Name**: Aeylarik Cen’ryll
**Player Name**: Dave Miner Jr
**Race**: Elf
**Homeland**: Doro Y’Edhel
**Profession**: "Gatherer" for the Elfin High Council (former Scout)
**3 Adjectives to Describe**: Arrogant, ethnocentric and competent

**Class**:
Fighter*/Mage*: 4BP, 2RP, *10PP, 4CP*, 0SP; max 5BP, 2RP, *\*PP, 5CP*, +2AP, 5Skills
\*Aeylarik lost his magikal ability in September 510 - Edehl'ore Dagnir\*

**Body Points**: 5 (4 orig + 1 @ 1XP)
**Armor Points**: 2 (chain mail)
**Total Hit Points**: 7
**Recovery Points**: 2

***Magik Category**: Lost*
***Purchase Points**: Lost*
***Casting Points**: Lost*
***Focus**: Acorn Pendant - Aeylarik still wears this, but it no longer radiates magik, nor does it act as a focus.*
***Spell List**: Lost*

**Special Skills**:
-Can no longer *Blend*
-No longer Immune to *Charm* and *Sleep* spells
-Can no longer Commune With Nature

**Special Items**:
-Magik Arrow: “Gatecrasher”- Negates any magikal portal (originally designed for Drow gateways to the surface)
-Pendant of Office (Owl Head on back indicates to Elven Diplomats and
Officials that Aeylarik is a Gatherer for the Elven Council)

**Special Notes**:
Aeylarik is a "Gatherer" (a scout that works for the Elven High Council). His duty is to gather information.

**Relative Wealth**:
Comfortable

**Allies**:
Manasseh Feangren (Elven Black Rose Knight) [Devin Parker]
Er'Din Duinlath (Elven black Rose Knight) [Jason Ryan]
Jerisye Delhnir (Elven Gatherer for the High Council) [Coffee Polk]
Dolena (Elven Healer) [Cassidy Cording]
Roare (Vesve Elf) [Mowi Reaves]
Shalenar (Half-Elf Healer) [Twin]
Conor (Half-Elf Monster Hunter) [Tim Miner]
Virraddon Gal'aurias (Dakkoran Wizard) [Michael Slusser]
Svar Voranchin (Lindoran Witchmueller) [DW Scraggs]
EugeneRoe (Healer) [Mike Antos]
Gault Fernwood (Akkorian Scholar and Monster Expert) [Andrew Gaughen]
Sir Martin Arthur (Knight of Veldron) [Aaron Lyle]
Dice (Karandian Mage Talon) [Ernie Burnett]

**Foes**
Drow
Trolls, Orcs and Goblins

**Goals/Desires**: *Changes Pending*
-To fulfil his duties to the Elven High Council
-Enjoy the thrill of his occupation

**Weaknesses**: *Changes Pending*
-Hatred of Mor'edhel (Dark Elves)
-Hatred of Trolls, Orcs and Goblins
-Belives Elves to be superior to all other races
-Often allows the thrill of the job to overcome his rational thinking

**Campaigns attended by this Character /Date**:
“Night of the Cricket” October 28, 1989
“Lightning Barrier” April 28, 1990
“Crimson Wolf Inn – Ghost Tales” December 10, 1994
“Shipwrecked” August 19, 1996
“Winter’s Fury” March 22, 1997
“Through the Looking Glass” July 18-19, 1998
“The Artifact” August 30, 2003
"The Barking Fool; Torches and Pitchforks" - May 22, 2010
"Edge of The Abyss" - July 31st - August 1st, 2010
"Edhel'ore Dagnir" - September 25-26, 2010
"The Orchester Estate" - March 5, 2011
"The Way Station" -April 21-22, 2012

**Experience Points Spent on this Character**: 2

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**: None

**Character History**
Eyes of Munin

During the Second Age of the Consortium, the Eyes of Munin was an order of precognitive seers, devoted to seeing and relaying future events to those in power which included the Nine High Mages of the Consortium.

They were considered very powerful and their visions taken with deadly seriousness. Their powers were held in such deep respect that they were allowed to interrupt meetings of the Nine High Mages of the Consortium and their predictions wee allowed to change the course of events and even start wars.

The lead member of the order was referred to as The Piercing Eye, leading the other members and pooling their strength into one vision.
Death Magik

### Death Magik

 Death magik is deriving power from, causing, or manipulating the powers
 of death. It is tainted, evil magik. Those who use it have usually made
 a pact with some evil creature or daemon in exchange for their power.
Death mages are generally not nice people. They can usually be
categorized as greedy, ruthless, and selfish.

Special Ability: Death mages continually radiate an evil aura that is
readily seen by others of their ilk (including greater undead, those
possessed by evil, and other malevolent forces). If death mages
concentrate for 30 seconds, they can detect the evil aura of another
death mage. Little honor exists among such creatures, yet the evil aura
may afford a death mage an opportunity to be heard or spared when others
 are not. Some benevolent powers can detect the aura and they too will
act accordingly.