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The Engine of Oracles

~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

The Engine of Oracles

Tag Archives: Infernal

The Fire King – A Literary Demon

06 Thursday Dec 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Monsters, OGL, OSR

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18th Century, blackpowder, Demon, dreadpunk, Eighteenth Century, English literature, English Romanticism, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Infernal, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic poetry, Romantic-era, Romanticism


About 120 years before H.P. Lovecraft, Clark Ashton Smith, and Robert E. Howard collaboratively created what has become known as the “Cthulhu Mythos”, Matthew Lewis (author of “The Monk”) and Walter Scott (who went on to write such books as “Ivanhoe” and “Rob Roy”) made an abortive attempt at a shared mythology based off Germanic stories of the elemental Fairy Kings. Snobbish critics have historically tended to downplay, or even completely ignore, Scott’s involvement with Gothic literature, but he contributed poems to Lewis’ popular anthology “Tales of Wonder”. Scott’s “The Fire-King” (which also appears in his collection “Translations and Imitations from German Ballads”) stands as a great and influential contribution to the literature of the weird. Those familiar with 20th century fantasy may no doubt recognize a precursor of Tolkien’s “Balrog” here.

The following depiction of the Fire King combines both Scott’s and Lewis’s ideas.

Fire King

A powerful ruler among the Fire Demons, sought out by the bloodthirsty.

Creature Class: Spirit (Demon)
Number Appearing: 1
Initial Impression: An enormous naked man wreathed in flames, exhaling smoke from his mouth and nostrils, and wielding a bloody falcion of blue steel.
Size: Large (12’ high)

Perversity: 30
Disposition: Aggressive
Charisma: 18 Intelligence: 15 Wisdom: 15
Strength: 50 Dexterity: 18 Constitution: 22
Speed: 13 walking, 20 Flying

Armor Class: 9
Hit Dice: 10
Attacks: 1 (Demoniac Falcion, or punch)
Special Abilities: Demonic Characteristics, Burning Hot to the Touch, Sage of Fire, Summon Fire Demon
Weaknesses: Demonic Weaknesses, Vulnerable to Water
Assets: Intimidating
Afflictions: Easily Angered
Preternatural Powers: Ball Lightning; Combust; Darkness; Detect Evil; Fireball; Flame Strike (1 time a day); Fog (Smoke) Cloud; Ghost Lights; Invisibility; Light; Lightning Bolt; Transform Self into Snake, Scorpion, Lion, Lizard, Salamander, or Jackal; Pyrotechnics; Stinking Cloud; Wall of Fire

Natural Habitat: The Outer Darkness, the court of the Elemental Fairy Kings, the upper atmosphere of Earth, volcanoes and lava fields
Level: 10

Fire Kings are the nominal rulers of the Fire Demons that inhabit the upper atmosphere of the Earth. Thankfully for the human race, even the powerful Fire Kings cannot keep the rebellious demons focused on their goals. Otherwise, all life on Earth might have been incinerated long ago.

The Fire King’s muscled body is always wreathed in flame, yet (like all Demons) they actually cause the environment around themselves to become colder, rather than warmer. Anyone who actually touches a Fire King, however, will be horrifically burned. A Fire King’s voice roars like an out of control conflagrations, and lightning will flash from his mouth. His eyes glow like white-hot metal, and despite the fire around him, the blade he carries is always covered in liquid blood. Although he lacks apparent wings, he can fly through the air at great speed. A Fire King is also 50% likely to be riding a Dragon when he appears.

A Fire King’s Falcion is actually a Demoniac Object inhabited by a Possessor Demon (with 3 Hit Die). Consequentially, the weapon does an addition 3 points of damage whenever it strikes, and can harm any supernatural creature. As is the case with any Demoniac Object, however, the Demon within the blade can be exorcised, or forced to flee with a successful show of Faith. If that happens, the blade will become an ordinary (if oversized) weapon. If the Fire King is destroyed, the Demon within the blade may agree to stay within the weapon and serve a new owner, if the weapon will be often bathed in gore.

Although they are Demons, each Fire King is also part of a regional Fairy court consisting of itself, an Earlking, a Cloud King, and a Water King. Together they conspire to inflict pain, suffering, and death upon humanity. The Fire King’s role is to rain burning meteors on the ground, cause the eruptions of volcanoes, and ensure that travelers are misdirected by roving lights. They are opposed in this work of malevolence, however, by the Good Fairies and Angels who watch over the world.

Only the most foolish or powerful Magician would dare try to Summon a Fire King. Nonetheless, their total knowledge of all subjects relating to fire, and ability to wreak destruction, can cause the unwise (or daring) to attempt their command. Likewise, Fire Kings have been sought out by desperate warriors, for the Demons are known to lend their Demoniac Falcions to those who wish to commit acts of slaughter.

Fire King Special Abilities

Demonic Characteristics: Fire Kings are immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. They cannot be harmed by cold, fire, acid, disease, or any Special Ability or Preternatural Effect which targets minds or emotions (except those that specifically target Spirits, of course). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Fire Kings can speak, write, and understand all languages and forms of communication.

Burning Hot to the Touch: A character that deliberately touches a Fire King with their hand (or other body part) will be burned for 1d6 points of Lethal Damage.

Sage of Fire: Fire Kings have perfect knowledge of all arts, sciences, and crafts involving fire – metallurgy, glassblowing, blacksmithing, artillery use, etc. They are sometimes Summoned expressly for their knowledge, but preternatural means such as Bind Spirit are usually required to force the Demons to answer truthfully.

Summon Fire Demon: Once during any fight a Fire King may Summon a Fire Demon to his aid. The Demon that responds to the Summon will appear the next Round, and can be anywhere from 1 – 8 HD in strength.

Fire King Weaknesses

Vulnerable to Water: Water-based attacks against a Fire King grant the aggressor a +2 Bonus on the Attack Check, and inflict an additional 2 point of Lethal Damage. Holy Water does double normal damage to Fire Kings. Fire Kings must Check Morale whenever they are damaged by water-based attacks.

Demonic Weaknesses: Fire Kings are burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and are subject to the power of Faith. Like all Demons, they are Vulnerable to Iron, will not voluntarily touch it, and must Check Morale if damaged by it. Additionally, they are repelled by pure crystalline salt. As Spirits, they are susceptible to all Preternatural Effects that target spiritual entities. Strangely, they cause the entire Nearby Area to become discernibly cold rather than hot.

The Fire King’s Falcion

A Fire King is willing to give his Falcion to anyone who has murder in their heart, and who will use the weapon to cause suffering and bloodshed. Naturally, the Possessor Demon inhabiting the weapon will will not tolerate any expressions of piety or tenderness on the part of its owner. If the blade’s wielder shows any evidence of deviating from the path of destruction, it will fly from his hands and return to the Fire King (no matter where the demon currently is in the Universe). The Falcion is over five feet long, and requires a normal-sized person to use both hands when using it. Despite its size, the Demon within it causes the weapon to be as light as a feather.

Fire King (for OSR games)

Number Appearing: 1
Size: Large
Alignment: Chaotic (Evil)
Morale: 11 (or 17)
Intelligence: 10
Move: 240′ (or 24”, or 50 ft), Flying: 450′ (or 45”, or 85 ft.)
Armor Class: 1 (or 19)
Hit Dice: 10
Attacks & Damage: Falcion+3 (1d8 +10 total)
* Magic Resistance: 75%, or +7 on Saves vs. Magic.
* Immune to all weapons not Magical, Blessed, or Iron.
* Immune to Cold.
* Immune to Fire.
* Immune to Acid.
* Immune to Disease.
* Immune to mind-affecting magic (except that which targets Spirits)
* Perfect vision under all conditions.
* Can speak, write, and understand all languages.
* Strong as a Hill Giant
* Burning Hot: Take 1d6 Damage if deliberately contacted.
* Perfect knowledge of all arts and sciences relating to fire.
* Summon a Fire Demon of d8 Hit Dice (once per day).
* Cannot enter holy ground.
* +2 Damage from Iron
* +2 Damage from Holy Water (1d8+2)
* 50% likely to ride a small Red Dragon.
* Spell Like Abilities: Dancing Lights; Darkness; Detect Evil; Fireball (three times a day), Fog Cloud; Flame Strike (once a day), Lightning Bolt (three times a day); Invisibility; Polymorph Self {Snake, Scorpion, Lion, Lizard, Salamander, or Jackal}; Pyrotechnics; Stinking Cloud; Wall of Fire (three times a day)
Saves: As Magic User 10
Treasure: 50,000 gp value of coins, gems, and magic items, plus its magical Falcion.
Challenge: Four characters of at least 10th Level.

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The Incarnation of Demogorgon

02 Thursday Jul 2015

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters, OGL

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Ancient Folklore, Christian Folklore, Demon, Demons, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Infernal, Infernals, Medieval Folklore, Medieval Magic, OGL, Romantic Horror


“The Dreaded Name” Demogorgon is inspired by literary sources including Milton, Percy Shelley, and Voltaire. This is probably not the Demogorgon you think you know.

Demogorgon (The Dreaded Name)
A primordial demon-god whose name is not to be spoken.

Signs & Portents: The sound of strange music from no discernible source. Intermittently strong winds. People are gripped with either manic elation or hopeless melancholy.
Number Appearing: 1
Initial Impression(s): A turbulent black cloud of no definite form. An ancient man wearing golden robes, and a barbarically ornate crown of gold and enormous gems.
Size: Human-sized

Perversity: 30
Disposition: Aggressive or Friendly (equal chance per encounter)
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 (or by form) Dexterity: 20 (or by form) Constitution: 20 (or by form)
Speed: 9 (or by form)

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (by weapon type)
Special Abilities: Demonic Characteristics, Creation
Weaknesses: Demonic Weaknesses, Limited Power Over Spirits, Sensitive to Ridicule
Assets: None
Afflictions: Insane
Preternatural Powers: All Maledictions, all 0 – 3rd Level, Divinations, Evocations, Fascinations, Glamors and Transmutations, but no Blessings.
Favored Preternatural Powers: Augury, Cause Critical Wounds, Confusion, Curse, Darkness, Infest Wounds, Prodigious Regurgitation, Rain of Fish, Rain of Flesh, Rain of Frogs, Summon Spirit III (Possessor Demon), Stinking Cloud

“The Dreaded Name” Demogorgon reigns from throne of pure black stone deep within the highest mountain on Earth. Utterly insane, Demogorgon claims to be the creator of the Earth, its ultimate sovereign, and also the force that will eventually destroy all of creation. It also claims to be the Lord of Fate. According to certain stories, the being is the offspring of Chaos and Night – others state it to be the child of the god Jupiter, or a mysterious entity called “The Demiurge”. Apparently, Demogorgon has remained (or been trapped) in its current Incarnation for at least several thousand years, and perhaps since before the Earth came into being.

Every five years The Incarnation of Demogorgon calls all the lesser Spirits dwelling on Earth to pay homage to it. It should be noted that unlike other Incarnations, Demogorgon can Summon, Bind and Banish Spirits of any type (up to Level 5), as long as they are already in the Mundane World. Naturally, the Fairies (who enjoy living away from their native Otherworld) are the ones most affected.

It is said that Demogorgon can hear its name whenever it is spoken, and wise people avoid saying it.

Special Abilities:

Creation: If it takes no other actions, Demogorgon can create any object, material, or non-supernatural creature it desires, at the rate of a 10′ cubical section per minute. It could create a carriage, a lady’s gown, or a tiger, for example. Given enough time, for example, Demogorgon could create a palace. It claims to have created the Earth itself in this way.

Paradoxically, Demogorgon can create items made of iron or salt, although he will not touch them thereafter. Things created by the Incarnation of Demogorgon endure for their normal lifespans, or until the material form of their creator is defeated or destroyed.

Demonic Characteristics: Demogorgon is immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. It cannot be harmed by acid, cold, disease, or any Special Ability or Preternatural Effect which target minds or emotions. “The Dreaded Name” can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust its eyes to changing light. Demogorgon can speak, write, and understand all languages and forms of communication.

Weaknesses:

Demonic Weaknesses: Demogorgon is burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and is subject to the power of Faith. It is Vulnerable to Iron, and will not voluntarily touch it. Additionally, Demogorgon is repelled by pure crystalline salt. The being is susceptible to all Preternatural Effects that target spiritual entities. The entire Nearby Area around Demogorgon is discernibly cold.

Limited Power Over Spirits: While Demogorgon can use Summon Spirit, Banish Spirit, and Bind Spirit against Spirits of any type, he can only do so if the Spirit is already on the Earth. He can Summon a Possessor Demon that is inhabiting a nun in France, for example, but not snatch an Imp from out of Hell.

Sensitive to Ridicule: Demogorgon cannot bear to be ridiculed. If subjected to a full minute (6 Rounds) of uninterrupted insults and belittlement by a single person who is doing nothing else, Demogorgon will be defeated. Of course, any being who attempts to ridicule Demogorgon will have to survive for a full minute while the demon-god does everything in its power to stop them. If Demogorgon is to be believed, the Earth itself will also be destroyed along with his Incarnation. Of course, the demon-god might be lying…

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The Incarnation of Lucifer

24 Wednesday Jun 2015

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters, OGL

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Ancient Folklore, Angel, Angels, Christian Folklore, Demon, Demons, Devil, Fallen Angels, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Hebrew Folklore, Hell, Infernal, Infernals, Medieval Folklore, OGL, role-playing game, Romantic Horror


Authors from Milton to Baudelaire have been intrigued by the tragic character of Lucifer, a former creature of light brought down by his own pride and ambition. The Devil’s Incarnation might appear and offer to help the characters out of seemingly inextricable trouble, asking merely for their souls in exchange. Perhaps his endless schemes are actually the ultimate source of their problems. Maybe his true agenda is to gain the love of an innocent whose purity and beauty remind him of long lost Heaven.

Lucifer (The Devil, Satan, The Archfiend of Pride, The Son of the Morning, The Father of Lies, Lord of This World, Emperor of Hell)
The ruler of the infernal realm.

Signs & Portents: A whiff of sulfur. A crack of thunder, and a lightning strike. Bats, rats, wolves, cats, goats, and crows in the area will become aggressive and attack any people they encounter. There will be a noticeable increase in betrayal, deception, and venery. Note that these Signs and Portents do not occur if Lucifer has allowed himself to be temporarily redeemed by a True Innocent’s love (see below).
Initial Impression: A handsome and well-dressed man with red skin and small horns. A handsome man dressed in the height of fashion. A red-skinned satyr with bat-like wings and a barbed tail. A blond and blue-eyed child. A crowned, black-winged angel surrounded by a nimbus of light. In all his forms, Lucifer usually bears a trident, but may carry a dueling sword instead.
Size: Human-sized

Perversity: 25
Disposition: Scheming
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (weapon, usually a trident)
Special Abilities: Diabolical Characteristics, Infernal Bargain
Weaknesses: Diabolical Weaknesses, Limited Power Over Spirits, Must Accept Challenges
Assets: Artist of All Media; Brilliant Debater; Connoisseur of All Art, Food, and Drink; Good Shot; Great Dancer; Great Singing Voice; Handsome; Master Swordsman; Musician of All Instruments, Seductive, Skilled Lawyer
Afflictions: Easily Angered, Extreme Arrogance
Preternatural Powers: All Fascinations, all 0 – 3rd Level Blessings, Evocations, Glamors, Maledictions, and Transmutations, but no Divinations.
Favored Preternatural Powers: Alter Self, Charm Person, Inflict Love, Fame, Fly, Mass Confusion, Overwhelming Fear, Phantasmagoria III, Suggestion, Summon Dark Beast

Natural Habitat: A barbarically splendid palace in the lowest pit of Hell. Masquerade balls and salons. Ballets and opera performances. Musical performances and art expositions. Any place of power and prestige.
Level: 10

Once the greatest and most beautiful of the angels, Lucifer is now dedicated to thwarting the Divine Will wherever he can. Despite being the prime adversary of humanity, he is also the Archfiend whose desires and feelings are closest to those of people. He is extremely well mannered, a brilliant conversationalist, and has a great sense of humor (except about himself). He is the only diabolical being who can incarnate and leave Hell without being Summoned, and may do so for other purpose than to attend the opera. He is even known to fall in love. Lucifer is supremely comfortable in human High Society. Some say he created it.

Lucifer represents the most insidious form of evil. He is a master manipulator, and even good people will go along with his reasonable-seeming propositions. Lucifer will present his schemes as being mostly beneficial, or at least preferable to the plans of more obviously destructive entities (such as The Dreaded Name Demogorgon). He inspires sympathy by presenting himself as a tragic victim of Divine injustice, and a fellow sufferer at the hands of a hypocritical God. Gradually, however, those who succumb to his charms find themselves increasingly Lucifer’s slaves, and all the worse off because they willingly submitted.

Lucifer is the proudest being in the Universe, and will insist upon being treated with the utmost courtesy. Unlike most of his diabolical subjects, who are monstrously brutal beings fond of abusive and obscene threats, Lucifer is a suave and urbane schemer. It takes only a single insult, though, for Lucifer to fly into an implacable rage.

Lucifer cannot resist beautiful young women of exceptional virtue. Some speculate that periods of great peace and happiness on Earth correspond to the times when Lucifer has allowed himself to temporarily redeemed by the love of a True Innocent. Then he will resume his once-benevolent in character, teaching people to improve their lives and perfect their talents. Note that Lucifer will never try to Inflict Love on a person he truly cares for, but will desire that their feeling for him be genuine. Inevitably, however, Lucifer’s beloved will die or become corrupted, and he will return all-the-more fiercely to his war on mankind and the forces of Heaven.

Lucifer is obsessed with producing the Antichrist, a son who rule the Mundane World and defeat the forces of Heaven on Earth. So far, all of his children have failed, but the Devil is nothing if not persistent.

Lucifer’s power is constantly challenged by Beelzebub, the “Lord of the Flies” who is the Archfiend of Gluttony.

Special Abilities:

Diabolical Characteristics: Lucifer is immune to all weapons, except those which are made of silver, consecrated, or otherwise enchanted. He cannot be harmed by fire, poison, disease, or any Special Ability or Preternatural Effect which target minds or emotions. He can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust his eyes to changing light. He can speak, write, and understand all languages and forms of communication.

Infernal Bargain: Lucifer can grant almost any imaginable wish or desire to another, provided the recipient willingly signs a contract condemning their soul to Hell after their death. The contract must be signed in the person’s blood, and usually specifies the remaining term of their life (generally 6 years). The Devil specializes in granting enormous wealth, and raising the damned to positions of great power. Those who would sell their souls should be aware that Lucifer will adhere strictly to the letter of a contract, while perverting it’s spirit at every opportunity. A man who becomes Emperor of the World, for example, may find his reign troubled by incessant rebellion, and himself subject to constant assassination attempts.

Note that Lucifer can grant simple Fame without the need for a contract, if he so chooses.

Weaknesses:

Diabolical Weaknesses: Lucifer is burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and is subject to the power of Faith. He is Vulnerable to Silver, and will not voluntarily touch it. He is susceptible to all Preternatural Effects that target spiritual entities. Additionally, the Lucifer’s initial appearance will cause the entire Nearby Area to momentarily smell like burning sulfur.

Limited Power Over Spirits: Lucifer can only target his fellow Devils when he employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit.

Must Accept Challenges: Lucifer’s pride compels him to accept any challenge to a one-on-one contest of weapons, artistic ability, or connoisseurship. The stakes will always be the same. If the mortal wins, Lucifer is defeated, and banished back to Hell. If Lucifer wins he will also return to Hell, but will take the challenger, body and soul! Unlike Death (who will also accept challenges), Lucifer will not wager on things like horse races, or bet on games of chance. He will only engage in contests of pure skill and ability.

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Incarnations: The Devil, Death, and More for Ghastly Affair.

18 Thursday Jun 2015

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters, OGL

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Ancient Folklore, Angel, Angels, Christian Folklore, Demon, Demons, Devil, Devils, Fairies, Fairy Folk, Fallen Angels, Fey, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Hebrew Folklore, Infernal, Infernals, Medieval Folklore, OGL, role-playing game, Romantic Horror


Bargaining with the Devil, dancing with Death, or escaping from cruel Life-in-Death are all classic situations from Gothic and Romantic-era art and literature. The following guidelines for Presenters bring the physical Incarnations of spiritual powers into the Ghastly Affair role-playing game.

Incarnations are meant to be plot devices. They can be secret benefactors, adversaries that create endless trouble, or even romantic interests for Player Characters. They should not be treated as just another kind of creature for Demon Hunters to fight.

Naturally, everything that follows is for gaming purposes only, and no commentary on any real-life religious or spiritual belief is intended.

Incarnation
The physical manifestation of a spiritual power or principle.

Signs & Portents: At least one weather effect, and one condition that affects the behavior or physical condition of living things.
Number Appearing: 1
Initial Impression: Varies by Form, but usually human-like.
Size: Human-sized (or by form)

Perversity: Usually 0 for Angelic Incarnations, 21 or higher for Demonic and Diabolical Incarnations, and 9 – 20 for Fairy Folk. Pagan Gods can have any Perversity, according to their nature.
Disposition: Most Angelic Incarnations are Determined or Friendly. Demonic and Diabolical Incarnations tend to be Aggressive or Scheming. Fairy Folk tend to be be Aggressive, Curious, Goading, or Scheming. Pagan Gods tend to be Determined, but could potentially have any Disposition.
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 (or by form) Dexterity: 20 (or by form) Constitution: 20 (or by form)
Speed: 9 (or by form)

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (by weapon type)
Special Abilities: Spirit Abilities (by spirit type), Unique Ability.
Weaknesses: Limited Power Over Spirits, Spirit Weaknesses (by spirit type), Unique Weakness.
Assets: Vary
Afflictions: Vary
Preternatural Powers: All from one Sphere (Blessing, Divination, Evocation, Fascination, Glamor, Malediction, or Transmutation), none from one Sphere, and all 0 – 3rd Level effects from the remaining Spheres.
Favored Preternatural Powers: At least 5 Preternatural Powers that the Incarnation commonly manifests when encountering ordinary humans.

Natural Habitat: By associated Spirit type.
Level: 10

An Incarnation is the limited, physical form of a personified spiritual force or principle. Examples of Incarnations include the physical forms of abstractions such as Death and Albion, pagan gods such as Venus and Pan, and Archfiends such as Asmodeus and Belphagor. Fairy royalty such as King Oberon and Queen Mab can also presented using the rules for Incarnations.

The flesh and blood bodies of Incarnations need to eat, drink, breathe, sleep, and excrete. Even the Revenant-like Incarnations of Death and Life-In-Death need to eat and sleep (although the grisly repasts of abominable Life-in-Death are best not described). As attested in mythology, Incarnations can produce offspring with human beings. The children so produced are always special in some way – frequently they are born initiated Magicians.

The arrival of an Incarnation is always accompanied by Signs and Portents in the environment, affecting a one mile radius around the entity. These Signs and Portents will begin 10 minutes before the Incarnation arrives, and generally persist in the area around it until the being leaves the Mundane World. There will always be at least alteration in the local weather, and one noticeable change in the behavior of people, Animals, and/or Monsters.

  • For example, the coming of Death is accompanied by thunder and lightning, the darkening of the sky, and the nervous agitation of mundane Animals.

An Incarnation is usually human-like in form, but certain powers will also incarnate as Animals or Monsters. Death might take the form of a raven, for example, while the Archfiend Beelzebub likes to appear as a monstrously large fly, or anthropomorphic goat. The forms assumed by Fairy royalty often mix human, animal and occasionally vegetable features, but are usually humanoid in overall shape. In general, all of an Incarnation’s Abilities will be rated at 20. If an Incarnation’s form replicates that of another creature it will posses the Abilities of that form, if those Abilities are higher than 20. Most Incarnations can also alter their form using Disguise Self or Transform Self. Some, however (such as the Incarnation of the Archfiend Mammon) are unable to use any Transmutation powers, and must stay in one form until they leave the Material World .

Every Incarnation has a set of favored Preternatural Powers that they tend to use when they encounter people. In addition, they can potentially create a vast array of other Preternatural Effects. Each Incarnation has a favored Sphere (Blessing, Divination, Evocation, Fascination, Glamor, Malediction, or Transmutation) from which it can use any Preternatural Power of any Level. However, each Incarnation also has an eschewed Sphere, from which they will not manifest any effects. The Incarnation can furthermore employ any 0, 1st, 2nd, or 3rd Level Preternatural Power from the remaining Spheres. All Powers can be used an unlimited amount of times, but manifesting a Power counts as the Incarnation’s action in a Round. An Incarnation can only employ the Banish Spirit, Bind Spirit, or Summon Spirit effects against Spirits of its own type.

  • For example, the Archfiend Lucifer’s favored Powers are Charm Person, Inflict Love, Fame, Fly, Phantasmagoria III, and Suggestion. He can use any Fascination effect of any Level, however, an unlimited number of times. He can also employ any 0, 1st, 2nd, or 3rd Level Level Evocation, Fascination, Glamor, Malediction, or Transmutation Power, as needed. However, his eschewed Sphere is Divination. His overwhelming pride prevents him from foreseeing the consequences of his actions, believing anything is more powerful than himself, or entertaining the notion that any of his schemes might fail. He may, however, insist that he has the ability to know everything and foretell the future.

The spiritual power or principle behind an Incarnation can never be destroyed permanently, but the physical Incarnation itself can be defeated. Physically fighting an Incarnation is difficult to the point of foolishness, however. Not only are Incarnations difficult to effectively strike, and immune to most weapons, but most can also use Preternatural Powers to heal their physical bodies. The most likely way one will defeat an Incarnation is by exploiting its Unique Weakness. It is also suggested that whenever the Presenter introduces a malevolent Incarnation into an Affair that the Player Characters also be given access to a Weird Object or Holy Relic that can destroy the Incarnation with a single strike. Of course, the Drawback for owning and wielding such an item should be suitably severe.

A banished or destroyed Incarnation cannot reform in the material world until the beginning of the next season. The spiritual power or principle will still operate and affect the world, of course, but is unable to physically manifest in a body.

  • For example, living things will continue to die if the Incarnation of Death is banished or destroyed in the Summer, but then Death will be unable to form a new physical Incarnation until the coming of Autumn.

All Preternatural Effects caused by a banished (or destroyed) Incarnation will be instantly undone.

Despite possessing the same Special Abilities and Weaknesses of other Spirits, Incarnations cannot be summoned by the use of the usual Summon Spirit ceremony. However, each Incarnation has its own unique Magical Ritual by which it can be called. Most such rituals are extremely difficult, although summoning Death, for example, can be as simple as issuing him a challenge to play chess. The Presenter should design the ritual that Summons an Incarnation to accord with the Motifs of the Affair in which it is plays a part. Also note that Incarnations are affected by Preternatural Effects such as Bind Spirit and Banish Spirit, if used by a Level 10 Magician.

Any weapon used by an Incarnation counts as an Enchanted Weapon, and can damage creatures of any type, including incorporeal beings.

Special Abilities

Spirit Abilities: Each Incarnation belongs to a classifications of Spirit beings, such as Angels, Demons, Devils, Fairies, or Ghosts. An Incarnation therefore has all the Special Abilities of its type. In the case of of pagan gods (such as Venus), their Divine Special Abilities (and Weaknesses) are similar to those of Angels. All Incarnations are therefore immune to normal weapons, but most are also vulnerable to certain materials and substances.

  • For example, the “Dreaded Name Demogorgon” has all the special Abilities of a Demon, along with numerous Preternatural Powers. He cannot be harmed any weapon which is not blessed, Enchanted, or made of pure iron. Nor is he affected by acid, cold, disease, or any Special Ability or Preternatural Effect which target minds or emotions. Demogorgon has perfect vision in all lighting conditions. He can speak, write, and understand all languages and forms of communication.

Unique Ability: Every Incarnation has a single Ability that is more powerful than the usual range of Preternatural Effects. The Incarnation can usually employ this ability an unlimited amount of times, but can take no other action while they do so.

  • For example, the god Pan can cause all mundane beings that see him to be overcome with extreme fear, regardless of their size or power.

Weaknesses

Limited Power Over Spirits: An Incarnation can only employ the Banish Spirit, Bind Spirit, or Summon Spirit effects against Spirits of its own type.

Spirit Weaknesses: An Incarnation shares the Weaknesses of its associated Spirit Type.

  • For example, the Incarnation of Demogorgon is vulnerable to (and afraid of) iron and holy water, cannot enter holy ground, and is repelled by pure salt. He might be held at bay by the Faith of the good and innocent. For all his terrible power, Demogorgon must check Morale if hit with an iron fireplace poker. Of course, it is unlikely he would fail a Charisma Check, but the possibility exists.

Unique Weakness: In addition to the Weaknesses common to their type of Spirit, each Incarnation has a unique Weakness that can be exploited to defeat them.

  • For example, the Incarnation of Death will accept any wager, challenge, or contest where the challenger agrees to forfeit their life if they lose. If Death loses such a contest, however, it is banished.

Coming next: The write-ups for the Incarnations of Death, Life-in-Death, and the Devil himself!

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Ammunition of the Freeshooter – An Artifact From German Folklore

02 Friday Mar 2012

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Magic Items, OGL

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curse, Demon, Demons, Devil, Devils, Folklore, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Hell, Infernal, Romanticism


The German folktale of the “Freischütz” or Freeshooter, has inspired both an opera by Weber, and a musical by Tom Waits,William S. Burroughs, and Robert Wilson.

Ammunition of the Freeshooter

Ammunition of the Freeshooter can be found as arrows, bullets, throwing knives, or any other kind of single use artillery. Whatever the form, there will always be seven pieces of Ammunition, and all will look identical. Six of them will unerringly hit and instantly kill whatever they are aimed at, requiring neither a to-hit or damage roll. The seventh piece of Ammunition, however, is under the complete control of Evil. When it is used it will automatically strike and kill either the user, or someone dear to them (equal chances for either). If the Ammunition targets a loved one, it can travel half way around the world to kill them.

To simulate the Ammunition, the Player should be given seven playing cards, one of which is the Ace of Spades. Every time a piece of Ammunition is used, the Player has to draw one of the cards. If the card is not the Ace of Spades, the shot is not cursed, and the card is discarded. If the Ace of Spades is drawn, the Player’s character has used the cursed seventh shot. Once the cursed shot is used, any remaining Ammunition disappears.

Ammunition of the Freeshooter is made by, or under the direction of, the Craft Devils. It is often provided to the foolish and desperate by the Pact Devils, who will demand the petitioner’s soul in exchange for the “gift”.

It is not possible to mark the Ammunition in any way, and no magic can indicate which piece of Ammunition in the group is the cursed one. A Wish can be used to keep the next shot from being the cursed one, but if the cursed seventh shot is the only one left, a Wish will not change its nature. Naturally, Remove Curse is completely useless against Ammunition of the Freeshooter, but the caster will always think the spell has worked. The Devil that provides the Ammunition may actually encourage the Ammunition’s owner to attempt to remove its curse, for the sadistic pleasure of laughing at the owner when they nonetheless suffer the consequences of the seventh shot.

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Spirits of Heaven and Hell – Free PDF now available

02 Saturday Jul 2011

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Monsters, OGL

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Ancient Folklore, Angel, Angelic, Angels, Cambion, Castles & Crusades, Celestial Being, Christian Folklore, Devil, Devils, Fallen Angels, Folklore, Free RPG, Heaven, Hebrew Folklore, Hell, Incubus, Infernal, Infernals, Jewish Legend, Luminous Devil, Medieval Folklore, Medieval Magic, Nephil, Nephilim, OGL, Pact Devil, Seven Heavens, Succubus, Wrath Devil


Bring the Angels and Devils of lore to your Castles & Crusades game with “Spirits of Heaven and Hell.”!

“Spirits of Heaven and Hell” includes both “An Account of the Angels” and “A Directory of Devils”.

16 Celestial and Infernal beings in all, ranging from the tricky Pact Devil who makes deals at lonely crossroads, to the mighty Seraph, whose mere presence can burn mortal creatures to cinders.

Inspired by real-world legends, folklore, art, and mythology, they’ll give your games a touch of authenticity.

Also includes discussions of the Seven Heavens of the Blessed, and the Seven Hells of the Damned.

Download it now – Absolutely FREE!

“Spirits of Heaven and Hell” is meant solely as an aid for role-playing games, and is neither a serious work of theology, or a commentary on any real-world religion or belief system.

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A Fantasy Cosmology, Part II

13 Monday Jun 2011

Posted by Daniel James Hanley in Castles & Crusades, Folklore, OGL

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Ancient Folklore, Castles & Crusades, Celestial Being, Celtic Folklore, Christian Folklore, Demon, Devil, Devils, Fairies, Fairy, Fey, Folklore, Infernal, Infernals, Jewish Legend, Medieval Folklore, Medieval Magic, OGL, Otherworld


Part I covers the overall plan of the Cosmos, and the Supernal Spheres.

Part III covers the Afterlife.

 

The Sublunary Worlds

All the spheres above (and including) the First Planetary (or Lunar) Sphere are referred to as the Supernal Spheres. All the spheres below the Lunar Sphere are referred to as the Sublunary Worlds.

Below (or enclosed by) the Planetary Spheres is the Luminous Ether, an expanse of the Ethereal Plane that glows with light. Transport within the Luminous Ether is especially rapid, and travelers there report sighting of strange ships piloted by an unknown race.

Enclosed by the Luminous Ether is the Zone of Flame, or Celestial Fire. It is inhabited by the Fire Elementals, as well as the Daimons known as the Synoches.

Enclosed by the Celestial Fire is the Zone of Water, or The Waters Above. The Water Elementals dwell there, along with the Daimons called the Teletarches.

Below (and within) the Waters Above, is the Zone of Air, or Dome of the Sky. The Dome of the Sky is said to support the Waters Above. The Dome is primarily inhabited by the Air Elementals, but the Iunges Daimons also dwell therein.

Under (and within) the Dome of the Sky is The Earth, and the Mundane World.

The Ends of the Earth

The Mundane World is the sunlit realm of common human experience. Besides the Mundane World, the Earth encompasses six other Ends, or Dimensions. Each Dimension is just as real and material as the Mundane World, and is directly adjacent to it. Reaching the other Ends of the Earth is not just a matter of traveling in the right direction, but also of moving in the proper manner. To reach the Underworld from the Mundane World, one does not simply need to dig a deep enough hole; it must be the correct hole, dug in the correct place, at the correct time, and in the correct way.

The Underworld, or Chthon, lies below the surface of the Mundane World. The Underworld is inhabited by abominations of every kind. Demons and Devils often wander there. Mortal souls who become trapped in the Underworld become the Hungry Dead, maintaining a tortured existence by feeding upon the living.

The Antipodes is said to exist on the other side of the the Mundane World. The strange Antipodeans who inhabit it are said to live their lives perpetually upside-down and backwards.

The Torrid Zone lies between the Mundane World and the Antipodes. It is said to be filled with volcanoes, and geysers, and to constantly swelter under a cloudless sky. While the Torrid Zone is supposedly too hot for most mundane creatures to bear, dragons and other heat-loving monsters are also said to infest it.

Shadowland is reached through the shadows and dark corners of the Mundane World. It is a gloomy place of illusion, shifting shade, and perpetual twilight, inhabited by the insubstantial Shadow People.

The Pillars of the Earth surround the Mundane World. They take the form of four vast mountains that are said to be so high they touch (and support) the Dome of the Sky. The Pillars of the Earth are inhabited by the Earth Elementals, the Kalodaimons, and various creatures made of living stone, metal, and crystal. Some who claim to have visited the Pillars of the Earth claim to have also seen the bones and ruined cities of a race of giants hundreds of feet tall.

The Otherworld of the Fairy Folk is said to lie in every direction beyond all other Ends of the Earth. It is also known by names such as Fairyland and Paristan. The Honored Ancestors dwell in the Otherworld, along with those mortals that the Fairy Folk have either invited or abducted. Although they hold the Otherworld as their exclusive domain, the Fairy Folk can actually be found throughout the Sublunary Material Worlds above the Infernal Realms.

The Infernal Realms

Below and within the Earth is Purgatory, which is both a Spiritual and Material World, and therefore accessible through either the Astral and Ethereal planes. Purgatory is a place of spiritual testing and purification. Parts of Purgatory range from dark caverns infested with symbolic monsters, to crucibles where souls are re-made into purer versions of themselves. Although it superficially resembles the Pits of Hell, Purgatory is not a place of perpetual torment. Purgatory has no permanent inhabitants, although creatures from across the Cosmos visit or wander into it. Angels and Archons both use the tests of Purgatory to purify wavering souls. In a rare example of cooperation between the various spiritual powers, Devils will participate in the trials of Purgatory, eager for the chance to torment souls they would not be ordinarily able to. Strangely for a Spiritual World, time in Purgatory passes at exactly the same rate as in the Mundane World.

Below Purgatory is Limbo, the borderland to the Pits of Hell. Although Limbo is actually a region of the Astral Plane, no stars shine in it. It is the dwelling place of all those denied a place anywhere else in the Cosmos. Dead souls, murdered gods, fragments of forgotten dreams, and those awaiting final judgment from various spiritual powers, all reside in Limbo. Since Limbo is merely a place of endless waiting, and not a punishment of any kind, parts of it can be quite pleasant. Visitors to Limbo sometimes find lovely gardens and vast archaic palaces floating in the darkness, inhabited by the devotees of long vanquished faiths. Time barely exists in Limbo, and even the smallest actions there can occupy ages relative to other Worlds. Although it resembles the Outer Darkness in some ways, it is not part of it. For example, Demons seldom visit Limbo. Limbo is also known as Sheol, or poetically, The Grave.

The Pits of Hell are the prisons of the Devils and the Damned Souls, and the source of all Evil. The Seven Pits are arranged from the outermost First Pit (of Envy) to the lowest, innermost Seventh Pit (of Pride). At the lowest nadir of existence is the Lake of Fire, and there in the center of all the Worlds, the most arrogant of the Devils are imprisoned by every Sphere of the Cosmos.

The Outer Darkness itself is sometime classed as an Infernal Realm, although most sages place it outside the ordered Cosmos altogether.

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Concerning Hell: The Pit of Envy

12 Friday Nov 2010

Posted by Daniel James Hanley in Castles & Crusades, Gothic Gaming, OGL

≈ 1 Comment

Tags

Castles & Crusades, Devil, Devils, Hell, Infernal, Infernals


What follows is the first in series of articles focusing further on the Pits of Hell. It’s meant solely as inspirational text for fantasy gaming, and is a companion piece to my articles on folklore-based Devils for the Castles & Crusades game. It is not intended as a serious work of theology.

The Pit of Envy

The Pit of Envy waits for those souls who in life loved malicious gossip, who spread lies for their own pleasure and gain, or bore ill will against those more fortunate than themselves. No being need fling such souls into the Pit against their will. All the Pits of Hell are baited traps, which the vice-ridden willingly enter.

After death, souls weighed down by the vice of Envy will hear the echoing sounds of whispered secrets and outrageous accusations. If those sounds are followed, the soul will come to a place of mists, where a gigantic sea-serpent’s head lies with its mouth agape. The echoing gossip will seem to emanate from within the monster’s mouth. This is the Hell-mouth of Envy, and might also be found in the Ether, in the Astral Plane, or even on any of the Material Worlds. The powers of Envy cannot, however, extend their maw into the gardens of Heaven, or the Planetary Spheres.

The Hell-mouth of Envy is large enough to enter, and richly dressed people, possessing all the objects the dead person desired in life, will be walking in and out of it. When the soul enters the maw, it is revealed to be the opening of a long, slimy cavern. Eventually, the soul will wander into a dead end that resounds with their own voice, screaming accusations against the people the deceased hated most in life. Suddenly, a sinkhole will open beneath the feet of the envious soul. The damned person will fall for what seems like days, until she impacts a surface of muddy slush and ice.

The Pit of Envy appears to be an endless frozen swamp under a solid gray sky, without sun, moon, or stars. Although cliffs and buildings will be visible on every far horizon, it seems impossible to actually reach them. In places, the icy surface of the swamp gives way to islands covered with dead weeds, or leafless, rotted trees. The ice is also occasionally riven by great slush-rimmed cracks, from which massive walls of steam, and jets of fire, will erupt. Everywhere in the Pit are the sounds of invectives and allegations, for the Pit of Envy is the courthouse of Hell.

The newly arrived damned soul will be left to wander across the desolation for some time, only to be unexpectedly apprehended by one or more Tormentor Devils. The soul will be beaten, bound, and dragged across the waste to a crowd of fellow damned souls, who seem to be attending a trial of some kind. The newly arrived damned soul will be pushed through the surrounding crowd and find herself in a fully appointed court, set up on the filthy ice. Behind the grotesquely carved bench will be a Marquis of the Accuser Devils, dressed in a parody of the attire worn by human judges. The sinner has arrived at her own infernal trial.

The damned will be thrown to her knees, as another Accuser Devil begins to read from an absurdly large scroll, exposing every one of the defendant’s crimes and embarrassing secrets. From time to time, the fellow damned who have been herded to the trial will be forced to step forward, identify themselves, and accuse the defendant of some wrongdoing, either real or fictitious. The trial will cover every hour of every day of the defendant’s life, with the prosecuting Devil dwelling at length upon how stupid, disgusting, worthless, and unforgivable the defendant is. If the defendant doesn’t answer a charge, they will be flogged, or otherwise tortured until they do. Often, the damned will be forced to torture their fellow damned, in order to instill resentment. Whenever the defendant speaks, she will also be charged at every turn with violating various arcane courtroom procedures, all of which add to to the time she must serve in Hell. Denying a charge, for example, carries a charge of slander against the prosecuting Devil. Simulacrums of all those the defendant has wronged (along with recreations of any relevant objects or places), will be brought before the court, where the counterfeit people will recount how much they were harmed by the damned soul in life.

When the trial is completed, after what seems like decades (during which no recesses will have been called), the defendant will be judged, using the most degrading and obscene language possible. Naturally, the sentence will add up to millions of years in the Pit of Envy. Afterward, the convicted will be flung into the crowd of damned, and a random former spectator (and witness) will be dragged before the court, and subjected to a trial. The whole process will be repeated, but the new damned soul will have the opportunity to revenge themselves upon their former accuser, by bringing a charge against them (and perhaps torturing them).

Every so often, one of the damned who has been especially enthusiastic in condemning or torturing their fellows will be given a gaudily jeweled amulet, which exempts her from being tortured. Of course, the Devils will also explain to all the other damned souls that if they steal the amulet and wear it, they will themselves be exempted from torment.

The sham trials in the Pit of Envy continue into eternity, forming the entertainment of the Accuser Devils. In fact, the Accuser Devils are entirely the prisoners of their own obsession with the failings and crimes of the damned. Sometimes those damned who indulged in multiple vices in life will be subjected to a trial attended by various castes of Devils, in order to determine which Pit the sinner will spend eternity in. From time to time a trial may actually be attended by an Angel of Death, who will serve as the Defense Attorney. In Hell, such Angels take the form of black, raven-winged skeletons. Some say that deserving souls are even sprung from Hell by the efforts of the Angels of Death.

There are many courts scattered about the Pit of Envy, handling not only the trials of the damned, but also the disputes of the Devils. Thus, all castes of Devils can be found in the Pit of Envy, but the Accuser Devils are naturally the most numerous. When they are not handling the suits of others, the Accuser Devils will sue each other for wrongs both actual and imagined.

In the center of the Pit of Envy is the great Archdevil of Envy, known as the Crooked Serpent and the Father of Lies. He appears as a titanic, serpentine creature with numerous small legs, fins, and wings, with his tail stuck in the ice of the swamp. A second look reveals that his body actually consists of a series of grotesque reptilian monsters, eternally trying to swallow each other from behind. He is attended by a host of Accuser Devils, who perpetually read him accounts of all the trials conducted in the Pit. The horrible monster is said to know all the secrets of anyone it encounters, including having use of all magic spells those people carry in their memories. The Crooked Serpent cannot escape the imprisoning ice of the Pit, because that ice is the manifestation of Envy itself, the cold inability to ever feel joy for the good fortune of another.

Harrowing The Pit of Envy

Although the frozen swamp of Envy can seem endless, it is actually contained within a vast, deep crater. Built into the cold, steep cliffs are elaborate facades that each mark an entrance into a palace, legal library, or evidence vault tunneled out of the solid rock. The facades are set at various heights along the rock face, linked to the icy floor of the pit by an extensive network of exterior ramps and staircases. The structures are owned by various Accuser Devils, and inspection of the facades will reveal that every one appears to have been vandalized and subsequently rebuilt, sometimes unskillfully. That is because each Accuser Devil employs a gang of Tormentor Devils to deface the facades belonging to its rival Accuser Devils, and another band to protect its own facades and repair damage.

The palaces, libraries, and vaults are perhaps the most interesting areas of the Pit of Envy, from the point of view of someone who wishes to wrest treasure from Hell. The subterranean palaces of the Accuser Devils themselves are richly appointed, but subject to constant pilfering at the hands of the gangs of Tormentor Devils employed by rivals.

The libraries of the Pit contain volumes that detail the laws that govern not only Hell, but every other place in the Cosmos. Also present in the libraries are books that contain the secret sins and crimes of every sentient being, although finding the desired volume is a exercise in boundless danger and crushing frustration.

The evidence vaults of the Pit contain the simulacrums that are presented at the various trails in the Pit. Although these simulacrums look and react as if they were real, they are actually masses of rotted flesh, insects, and serpents, disguised by illusions. Also stored in the vaults are the instruments of torture that are used in court (the actual torture itself being performed publicly, so all can enjoy it).

The tunneled-out areas of the cliff wall connect to an extensive series of slimy caverns infested with various reptilian monsters. These caverns link up to the seemingly endless cave and tunnel system that eventually leads to the other Pits of Hell, and even the mundane world. The cave system is sometimes exploited as a backdoor method of entering the Pit, by other spirits and their mortal agents.

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An Overview of the Devils

15 Friday Oct 2010

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Monsters, OGL

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Castles & Crusades, Devil, Devils, Extraplaner, Fallen Angels, Hell, Infernal, Infernals, OGL


Advisory: The following overview of the Devils and their Infernal home contains certain imagery that some may consider disturbing. I do not believe it is gratuitous, as a depiction of true manifest Evil is bound to contain some mature themes. The Hell I describe is not simply the bad neighborhood of the spiritual realms, but the ultimate expression of unfettered Vice. Likewise, the Devils are not just fascists with magic powers, but actual incarnate Evil. So, this depiction is definitely not suitable for every game or campaign. That being said, I present the emissaries of remorseless Sin, and the hopeless prison they call home.

Concerning the Devils and the Pits of Hell.

At the nadir of the Cosmos are the seven spiritual prisons of Hell, as known as the City of Dis. There suffer the Damned Souls of those who selfishly indulged their own wicked desires at the expense of others. Presiding over them as their tormentors, yet also prisoners themselves, are the Devils. Also known by such names as the Infernals, and the Diabolical Legions, the Devils are the great enemies of the Angelic Hosts of Heaven. The Devils seek to destroy Virtue and promote Vice everywhere in the mundane world. Most of all they are known for the endless and intricate schemes by which they entrap and trick mortals into becoming the willing pawns and prisoners of Hell.

The seven prisons that comprise Hell are known as Pits, because each seems to consist of a terrible landscape at the bottom of a vast rift or depression. Each Pit corresponds to a particular Vice or Sin: Envy, Greed, Lust, Wrath, Gluttony, Sloth, or Pride. Each Pit also has it own associated caste of Devils, the members of which are wholly obsessed with indulging their particular Vice. To do this they require victims, forming one motivation for the Devils’ well-known zeal for obtaining mortal souls.

Devils are famous for binding mortals to contracts where a person receives worldly power or love into return for surrendering their soul. Most of the Damned Souls, however, did even require formal contracts to consign themselves to Hell. Still longing to indulge their wickedness after death, they followed visions of Vice that Hell projects as traps. Like flies to a pitcher plant, the Damned are attracted to the mouths of Hell, willingly entering for the chance to indulge themselves for all eternity. By the time they realize their mistake it is too late, and they must suffer an eternity of the same kind of misery and torment they once inflicted on others in life.

The most commonly told story regarding the origin of the Devils states they are former Angels, fallen from Heaven after they lost their Virtue and tried to usurp the Lord of Hosts. Even the powerful Luminous Devils claim this story to be basically true, although the Devils add that they did not fall of their own free will, but were unjustly exiled for simply demanding to be respected. Lending the support to that idea is the fact that the natural forms of Luminous Devils do actually resemble Angels. The other castes of Devils, however, claim to have no memory of ever having been present in Heaven, and know only their existence in Hell. The Cosmic Archons are known to claim that both Angels and Devils are rebel Archons, illegitimately occupying spiritual realms that were meant to respectively reward or punish those who either obeyed or disobeyed the Natural Law of the Demiurge. When Demons speak of Devils, they will deride them as severely deluded former Demons who try to imitate the tyranny of the Archons. The Fairy Folk regard Devils as they do all other spirits – as corrupt versions of themselves.

Devils are both very Evil and very Lawful. They will scrupulously obey the letter of any contract or agreement they enter into, while at the same time seeking ways to ultimately turn any relationship to their own benefit. All except the Luminous Devils are utterly devoid of mercy, love, or any of the finer emotions. Thus, while magicians find Devils to be far more reliable than Demons, the Infernal beings invariably harbor schemes to bring about the downfall of whoever they seem to serve.

The Devils exist in a strict hierarchy, determined by relative power and evil. Each caste possesses its own nobility, and all members of a caste are ultimately under the command of an Archdevil. The Archdevils are among the most evil beings in existence, each one wholly consumed by a particular Vice, and capable of inflaming that Vice in any being that stands in their presence. The more powerful and vice-ridden a Devil is, the more they are bound to Hell, and unable to stand the goodness and virtue that yet exists in the mundane world. The Diabolical nobility, for example, can only enter the ordinary world if summoned, or at times and in places associated with deeds of great wickedness. The Archdevils can only enter ordinary reality after the performance of disgustingly evil ceremonies, involving outrageous sacrifices and the most debased acts.

Like Demons, Devils can be summoned to teach spells and other magical lore. Unlike Demons, the terms of any such arrangement will be specific and strictly obeyed, but always crafted in such a way to ultimately benefit Hell. Typically, a formal contract signed in blood will be required. Only the most powerful magic will require the surrender of a soul; the terms for a a lesser arcanum will typically only specify some wicked service to be performed at a later date.

The gates of Hell are known as Hell-mouths, and take the form of monstrous heads with gaping maws. Notably, the heads appear to be identical with those of the Archdevils themselves. When a Hell-mouth is encountered there will often seem to be people and Devils walking in and out of it, and the sound of a particular Vice being indulged will echo from beyond the entry. The mouth will make no motion to close, and the surrounding figures will entice souls to enter. Woe unto any so foolish as to do so.

The Seven Pits of Hell and Their Inhabitants

The Pit of Envy: The Entrance to this Pit is through the head of gigantic sea-serpent. The Pit takes the form of a frozen swamp surrounded by cliffs, and is the Courthouse of Hell. Here the Envious are eternally subjected to humiliating and torturous trials for the amusement of the Accuser Devils. Such trials are presided over by the Accuser Devil nobility, who each hold the title of Marquis (ordinary Accuser Devils often adding “Esquire” to their names). Ruling the Pit is the Archdevil known as the Crooked Serpent, or Father of Lies, a howling reptilian monster whose tail is stuck in the ice that covers the vast polluted lake at the center the Pit.

The Pit of Greed: The Pit of Greed is a complex of miserable treasure vaults that form the Banks of Hell. The Mouth of Greed resembles a giant old man with avaricious eyes, whose lips surround an open set of iron doors. The Damned who enter the Pit are branded and periodically herded from vault to vault, becoming the actual currency of Hell. As they loved money in life, so they become money in death. No attempt is made to deliberately torture the Damned in the Pit of Greed; they simply suffer as a result of the indifference and neglect born of avarice. Each cold and filthy vault represents a particular Devil’s bank account, and each collection of vaults comprising an Infernal Bank is headed by a President. All the Presidents of the Pact Devils report to an Archdevil known as Devil Money, Old Scratch, or sometimes simply The Man. Old Scratch is chained to his desk at the crossroads in the center of the Pit, forever counting and gloating over the souls he owns.

The Pit of Lust: The Pit of Lust is reached through a mouth that resembles a gaping ram’s head. At the center of the Pit of Lust is a sweltering city of juxtaposed decay and barbaric splendor – not just a festering hell-hole of depravity, but THE festering hell-hole of depravity. Surrounding the city is Green Hell – a mountainous landscape of scalding geysers and dark jungles filled with monstrous carnivorous plants. In the Pit of Lust those who once made others serve as instruments of their pleasure are themselves hunted by the Seducer Devils, brutally abducted, and forcibly incorporated into diabolical harems. They are then subjected to the foul desires of the Devils, until the new bodies of the Damned succumb to agonizing deaths. Thereafter the Damned awaken back on the streets of the city, to repeat the cycle. The Dukes and Duchesses who rule the Seducer Devils will select certain of the Damned to be delivered to the Archdevil known as the Prince of Darkness, also called the Lord of Lust. This polymorphous being is chained by a lame foot to an ornate bed in his harem-zoo, where he engages in a desperate and eternal quest to obtain the ultimate sensory experience.

The Pit of Wrath: Reached through the mouth of a fearsome dragon, the Pit of Wrath is an endless shallow sea of bloody entrails and severed body parts, interrupted by volcanoes, rocky outcroppings, and torture poles. Here hateful and violent souls are flayed, tortured, hunted, and made to engage in endless gladiatorial combats for the amusement of the Wrath Devils. From their burning iron and basalt fortresses the Counts and Countesses of the Wrath Devils plot the destruction of all innocence. Imprisoned in a vast pit in the center of a titanic fortress is the Marshall of Hell known as The Destroyer. The only joys of this vast dragon-like monster are tearing and searing the bodies of the Damned souls fed to him, and dreaming of the day when he will rampage through Heaven.

The Pit of Gluttony: When first entered through the gaping mouth of humongous goat, the Pit of Gluttony appears to consist of piles of delicious food. Quickly the Damned Soul learns that all the apparent food is just disguised dung and filth, and the only thing to eat in the Pit are the Damned themselves, served up alive in banquets for the Corrupter Devils. The entire Pit is in fact made of excrement that often explodes with blue flame, and the rain is urine and bile. Presiding over the infernal feasts are the Corrupter Devil Prelates, who serve the Archdevil known as the Lord of the Flies. He sits imprisoned in a gaudy gilded pulpit atop the largest of the dung heaps, as Damned Souls fattened on the flesh of their fellows are wheeled up to him to sate his eternal hunger.

The Pit of Despair: The Pit of Despair is a series of miserable factories filled with steam, blazing forges, disused trash piles, and abandoned constructions. Reached through a rusted pipe held in the mouth of an old man with small horns and tired eyes, the Damned are here chained together and made to labor unceasingly on bizarre, pointless, and usually impossible projects. The Craft Devils at whose command the Damned work are never actually satisfied with any results. Periodically, they will destroy all the work that has already been done, and force the hapless laborers to start again from the beginning. The Masters of the Craft Devils constantly present new devices to the Archdevil known as the Grand Engineer of Hell, or the Lord of Evil Inventions. This perpetually bored being broods in eternal ennui atop a wheeled contraption of a throne. Only the throne is actually chained to the ground, and while the Engineer might get up at any time, he never does.

The Pit of Pride: The gate to the Pit of Pride is through the mouth of a titanic, youthful king. The Pit of Pride is the deepest of all the pits, and its floor is flooded by the vast Lake of Fire. In the center of the burning lake is an island that seems to be an incongruous piece of Paradise. The island is filled with palaces and gardens, each seemingly more splendid than the last. Here the Damned Souls of kings and potentates are contorted into living furniture, and become abused, menial slaves. The Luminous Devils believe that none but the rulers of the mundane world are fit to perform even the most humiliating work for them. The Luminous Devils are ruled by arrogant Kings and Queens, and their grand palaces surround a structure of astounding magnificence. In that grandest of palaces sits the Archdevil known as the Light Bearer, a breathtakingly beautiful being that dares to title himself Emperor of Hell. He is eternally chained to a throne formed from the bound souls of the world’s proudest conquerers. Ceaselessly the Light Bearer curses the Heavenly Lord of Hosts, whose station the Archdevil believes himself to rightly deserve.

The Rulership of Hell

The entire hierarchy of Devils appears to serve two nearly-omnipotent embodiments of Vice. The first is a horror usually called alternately The Adversary, or simply The Beast. As The Adversary he is said to be similar in appearance to a gigantic, crowned satyr, with a barbed tail, enormous bat-like wings, and holding a red-hot trident. As The Beast, he resembles a red-hued dragon whose seven heads are the seven Hell-mouths. His consort is the Queen of the Night, also known as the Great Scarlet Whore. She is usually seen as an incredibly beautiful, intoxicated woman with a cruel smile and flowing red hair, dressed in immodest clothing of red and purple, and covered with gold and jewels. When the are seen together, the Scarlet Whore often rides the back of The Beast. The Luminous Devils are known to claim that the Adversary is actually just a form taken by the Light Bearer, and the Queen of the Night is the first mortal woman, who exceeded all other beings in her devotion to sorcery and Vice.

All Devils share the following characteristics:

Extraplaner Type: As natives of the Outer Darkness, Devils are subject to all magic that targets Extraplaner creatures. Despite being generally unable to enter mundane reality without aid, Devils are notable in that they can often be summoned by non-magical rituals.

Whiff of Brimstone: Devils can sometimes be detected by the stink of sulfur that occurs whenever they appear. Any time a Devil is Summoned or teleported into an area , the oder of burning brimstone will be momentarily noticeable in a 30′ radius. This smell occurs even if the Devil is invisible or in another form, unless the creatures uses magical precautions to mask its oder.

Silver or Magic Weapons To Hit: All Devils, no matter how powerful, can be damaged by weapons crafted from, or coated with, silver. Devils hate silver, and will not willingly touch it. Otherwise, only enchanted weapons can harm them.

Barred From Holy Ground: All Devils, with the notable exception of Accuser Devils, are unable to enter any area consecrated to the powers of Good.

Weakness To Holy Water: Like Demons, Devils are burned by Holy Water as if it was acid. They take 1d8 damage for every full phial they are doused with.

Subject To Turning: Devils can be turned by the faith of sufficiently powerful Good Clerics. Treat Devils as Unique Undead for turning purposes. Seducer Devils are singularly immune to the power of faith.

Darkvision: Devils can see perfectly regardless of illumination.

Spell Resistance: Like most spirits, all Devils have some measure of resistance to magic.

Spell-Like Abilities: All Devils can speak and understand all languages; become Invisible; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; cause Darkness; perform feats of Prestidigitation; and instantly Know Alignment. They can also roam the Ethereal and Astral Planes. Most Devils also have additional Spell-Like Abilities, often related to their associated Vice.

Summoning: If hard pressed, every Devil can attempt to Summon Diabolical aid. Not all Devils are assured of success, however. In addition, any Devil that has been Summoned by another loses its own ability to Summon until it returns to Hell again.

Diabolical Immunities: Devils are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Fire Immunity: Devils are completely immune to fire based attacks.

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Magic Items From Western Folklore

21 Wednesday Jul 2010

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Magic Items, OGL

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Tags

Ancient Folklore, Castles & Crusades, Celtic Folklore, Christian Folklore, Demon, Demons, Devil, Devils, Elf Shot, Flying Ointment, Folklore, Hand of Glory, Infernal, Magic, Magic Items, Medieval Folklore, Medieval Magic, OGL, Witch Ball


The magic items that follow are inspired by actual Western folklore. Many are made of materials that that can charitably be described as “vile”. Some have no use but to be instruments of malice. Traditionally, the methods to create such items are taught by Demons and Devils in order to spread misery. Such items are often very hazardous even to their users. Many are intended to tempt their users into evil acts, and sometimes even eventually kill them (so the powers of Hell can claim the soul). Such items are definitely not for every campaign, but will add a certain authenticity to suitably dark milieus.

I have written the items for use with Castles & Crusades, but they should be easily adaptable for use with most OGL simulacrum and retro-clone games.

In describing these items in game terms, I have tried to err on the side of the folklore itself. In Western folklore magic is dangerous, unbalanced, and often evil. Many CKs will no doubt feel that some items (such as the Poppet of Suffering) are unbalanced and unfair. Such items are best used as plot devices, rather than as randomly placed treasure.

Castle Keepers may arrange for player characters who acquire certain of these items to be approached by a Pact Devil offering a contract of continued aid, in return for the character’s soul. Any character who signs such a contract should get what they deserve.


Elf Shot

Created by Fairy Folk, dark fae, and elves allied with demonic powers, Elf Shot resembles a small triangular piece of stone or glass. Anyone proficient with darts can throw a piece of Elf Shot. Alternately, Elf Shot can be mounted on an arrow shaft and shot from a bow. Upon a successful hit, the victim must save versus Constitution or be Paralyzed for 1-10 turns, sickened and incapacitated for 1 day, or be killed instantly (equal chance for each effect). The victim will take no other apparent damage, and the used piece of Elf Shot itself will disappear.

There will be from 1-8 pieces of Elf Shot when found.

Adventure Seed: There has been a rash of healthy people dying or becoming paralyzed in the village, without any seeming reason. They have been felled with Elf Shot used by an evil Ranger in love with a princess of the Unseelie Court. As part of her challenge to her suitor, she gave him Elf Shot and demanded he use it to spread panic and chaos for her amusement.

Value: 5,000 per piece Experience: 1,000


Flying Ointment

A mainstay of evil witchcraft, Flying Ointment is a thick salve that grants its user the ability to Fly (as the spell) for 8 hours. The user must apply the ointment to their entire body. After 10 minutes, the magical effect will begin.

Flying Ointment is highly illegal in most civilized nations. It is much cheaper to create than an alchemical Potion of Flying, requiring neither sophisticated equipment nor rare ingredients. It is spiritually and physically perilous to make and use, however. The recipe require the fat of a humanoid, the skins of toads, and several common but extremely poisonous herbs. Any Paladin who encounters Flying Ointment must immediately destroy it, and arrest or kill anybody seen making, using, or possessing it. A Paladin or good-aligned Cleric who willingly uses Flying Ointment will be instantly stripped of all special abilities.

Due to the extreme toxicity of its ingredients, there is 5% chance that any batch of Flying Ointment created is a virulent poison that will instantly incapacitate its user and cause death after 1-6 turns of delirious agony. There is no saving throw against this effect. The creator or would-be user of Flying Ointment has no way of knowing (short of magical divination) whether or not a batch is poisonous.

Adventure Seed: Fresh graves are being opened and the bodies desecrated. The fat from the bodies is being stolen by servants of the local Baroness, who is secretly a witch. She is making Flying Ointment that enables her to covertly visit her lover, who is her husband’s political rival.

Value: 150gp Experience: 500


Hand of Glory

This mummified humanoid hand is coated with wax, with a wick projecting from the wax at the end of each finger. Alternately, a hand of glory is sometimes found in the form of a pickled hand with 4 candles positioned between the fingers. Either way, if a finger or candle is lit, it will burn for ½ hour. During that time, all within 30′ of the wielder will be affected by a Sleep spell. Once a finger or candle is lit, it can never be used again. Obviously, once all the fingers or candles are lit the hand is exhausted and useless.

Hands of Glory are beloved by thieves and Assassins, and consequently possession of one is a capital offense in most areas.

Adventure Seed: An assassin is killed before he can enter a wealthy merchant’s home. When his body is examined, he is found to be carrying a Hand of Glory, originally cut from the corpse of an executed criminal hung up outside the city gates. The adventurers are paid to track down the maker of the hand, and bring him to justice.

Value: 600 or 750gp Experience: 400 or 500


Ointment of Transformation

Similar to Flying Ointment in composition, an Ointment of Transformation changes its user’s form into that of an animal for a period of 8 hours. The exact animal form bestowed is fixed at the time of the Ointment’s manufacture. Typical forms include wolf, black cat, crow, horse, toad, or owl. Like other magical Ointments, an Ointment of Transformation must be rubbed over a person’s entire body to be effective. Evil witches will sometimes use an Ointment of Transformation to change an unsuspecting or unwilling victim into another shape. Unwilling subjects receive a Wisdom saving throw (with a Challenge Level equal to the level of the witch who made the ointment) to avoid transformation.

An Ointment of Transformation is made in a base of humanoid fat, with various inexpensive but highly toxic herbs. In addition, it also requires some part of the animal whose shape the Ointment bestows. Naturally, Ointment of Transformation is illegal in most civilized realms, and good-aligned clerics will try to eradicate its manufacture and use.

A person under the influence of an Ointment of Transformation, willingly or not, is trapped in animal form for the full 8 hours of the Ointment’s effect. There is a 5% chance per use that a transformed person will assume the mentality of their assumed shape, and be stuck in it even after they transform back into their natural body.

Adventure Seed: The mayor’s wife has disappeared, and her relatives are sponsoring a search. In actuality, the mayor’s new horse is his wife, kept in horse form by constant applications of an Ointment of Transformation. The Mayor is secretly a demon worshiper, and he bargained for the recipe so he could punish his wife for being such a nag.

Value: 4,000 Experience: 500


Poppet of Suffering

This small, loosely-sewn cloth doll contains a potent and malevolent enchantment. In order to use a Poppet of Suffering a witch must first gain access to some part of their intended victim, such as hair or blood. They must thereafter combine the piece of the victim with the poppet in some way, such stuffing it with the hair or a cloth stained with the blood. The Poppet then becomes a tool of pure evil.

By manipulating the Poppet, a witch can cause corresponding damage to their victim. Sticking the Poppet with a pin will cause the victim to suffer 1d4 points of damage. Twisting the Poppet’s limbs (which can be done once per limb) will cause the corresponding limb of the victim to break. Subjecting the Poppet to extreme heat or cold will cause 1d8 points of damage to the victim. Finally, the witch can decide to cast a single spell upon the Poppet, which will affect the victim as if the spell had been cast directly upon them.

A victim receives a Wisdom saving throw each time a witch attempts to affect them with the Poppet of Suffering, with a Challenge Level equal to the user’s Level. Success means that the attack has no effect, and the victim is immune to all further attacks from that Poppet. In the case of a spell cast through the poppet, the victim gains the benefit of both the Wisdom save and any save allowed for the effect.

Whatever effect a witch decides to inflict with it, a Poppet of Suffering can only be used 5 times, and only against a single victim. It has a range of 1 mile. Victims who survive the assault will know the identity and location of the witch who attacked them.

A Poppet of Suffering is defeated by such spells as Protection from Evil, Sanctuary, Mind Blank, or any other spell or effect that protects against skrying, possession, or mental influence.

Possession of a Poppet of Suffering is often punishable by being burnt alive in the town square.

Adventure Seed: A month after a drunken night with a wench, a PC is attacked by a witch employing a Poppet of Suffering. Surviving and learning her identity and location, he realizes that the witch is the mother of the wench. The wench is now pregnant, and had asked her mother to punish the PC for skipping town .

Value: 34,000 Experience: 5,000 (also awarded to surviving victims)


Skin of Shifting

If this enchanted wolf skin is worn during the hours of night, the wearer will be physically transformed into a Dire Wolf. The transformed character retains his hit points and intelligence, but otherwise the character assumes the characteristics of a Dire Wolf (including attacks, armor class, etc.). Once transformed, a character cannot revert to their normal form and remove the skin until daylight.

Every time the Skin of Shifting is used there is a 1% cumulative chance that the user’s Alignment will permanently change to Chaotic Evil.

Any armor of clothing (other than the skin itself) worn at the time of transformation is ruined. The Skin of Shifting is sometimes encountered as a belt or girdle of wolf fur, rather than a whole skin. The properties of the item are the same in any case.

Adventure Seed: The beast who had been killing local livestock has moved on to attacking clergy. The beast is actually an ex-Paladin returned from the Holy Crusade, driven mad by the atrocities he was told to commit in the name of the God of Mercy. Given a Skin of Shifting by a disguised demon, the former Paladin has recently developed a taste for clerical flesh while in his wolf form.

Value: 8,500 Experience: 800


Witch Ball

A Witch Ball appears to be a multi-colored glass globe approximately 3-4 inches in diameter. Further examination will reveal that the interior of the globe is filled with criss-crossing strands of glass. The object is very fragile, and must be either hung up or else carefully carried to avoid breakage.

A Witch Ball creates a 30 foot diameter zone of Protection From Evil (as the spell) around itself. This zone cannot be destroyed or dispelled without breaking the Ball itself. Attempts to use items such as a Poppet of Suffering against anyone in a Witch Ball’s protected area will automatically fail. Any astral or ethereal creature (including partially ethereal creatures such as incorporeal undead) entering the protected zone must also save versus wisdom each round or become trapped within the Witch Ball. Similarly, any attempt to use Magic Jar or similar effects within the protected zone will automatically fail, and the would-be possessor must save versus Wisdom or have their soul permanently imprisoned within the Ball. The Witch Ball itself is completely immune to magical attacks of any kind or Level.

Naturally, even the smallest hit upon a Witch Ball will automatically destroy it, releasing any souls or creatures trapped inside.

Adventure Seed: The local wizard wants to assassinate a rival by sending him a trio of succubi, but the rival appears to be protected from such attacks by several Witch Balls. Since the rival wizard is far too powerful for the PCs to confront directly, they are paid handsomely to instead gain access to his hidden mansion and destroy the items protecting him.

Value: 25,500gp Experience: 3,000

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