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Player Characters

    In General 

Tropes that apply to the Player Characters as a whole:

  • Action Girl: Possibly. The gender of the adventurers is unspecified, so you can imagine some or all of them to be female. In the reprint, "he or she" is the third person.
  • Came Back Strong: Upon completing Book 4, all the heroes have obtain new powers because of their journey across Sheol. In exchange for all their items (except, thankfully, the Blood Sword), each class gets a useful bonus.
  • Featureless Protagonist: Outside of some brief background details peppered into the class description, the features of the character are left entirely up to the player.
  • Purely Aesthetic Gender: The character classes make no distinctions or have any restrictions when establishing a character’s gender during character creation.

    The Warrior 

The Warrior

"If there is a Warrior present who wishes to teach this churl a lesson, turn to 288."
— Narrator, The Battlepits of Krarth

A master of the fighting arts. The Warrior has the highest Fighting Prowess score and tends to deal the most physical damage, but lacks the other characters' special skills. The Warrior must also be careful to stay true to the code of chivalry throughout the campaign.


  • Badass Normal: The Warrior doesn't have access to spells or psychic abilities, but makes up for it by being an extremely powerful melee fighter.
  • Boring, but Practical: The Warrior is the only class that does not have any unique skills, access to psychic abilities, or magic.
  • Damager, Healer, Tank: Fits the Tank role in a multiplayer party, having the highest Endurance and starting with armour that blocks three damage rather than the standard two.
  • Dual Wielding: An upgrade near the end of Book 4 allows the Warrior to wield a weapon in each hand, allowing for dual attacks in a combat round.
  • Magically Inept Fighter: Along with the Trickster, they can't use any magic or psychic powers.
  • Mighty Glacier: The Warrior ties with other characters on Awareness scores, except for the Trickster, but starts with better armour, a better Fighting Prowess score, and ties for the highest Endurance score.
  • Multi-Melee Master: Starts the game with a sword and can obtain special bonuses from the enchanted Axe of Heraklos, as well as an enchanted javelin.
    The Trickster 

The Trickster

"Under the merchant's beer-stained fur jacket you notice a bulging money-pouch. Being a Trickster, your thoughts naturally turn to theft."
— Narrator, The Battlepits of Krarth

The Trickster lives by their wits, opting to resort to trickery, or should it come to it, shooting their foes in the back. The sword is the weapon of the Trickster, but often their cunning is sharper still.


  • Badass Normal: The Trickster doesn't have access to spells or psychic abilities, but still holds their own in combat by relying on guile and agility.
  • Bow and Sword in Accord: Starts with a sword, bow, and quiver. Is also one of two classes to have the Archery skill alongside the Sage.
  • Fragile Speedster: Averted. The Trickster does have the highest Awareness score (which determines who acts first in combat), but also has the same Endurance score as the Warrior.
  • Guile Hero: Many of the unique decision points for the Trickster provide a chance for the character to outwit or outright trick an opponent.
  • Lovable Rogue: The introductory text describes the Trickster as a "clever and dashing figure".
  • Magically Inept Fighter: Along with the Warrior, they can't use any magic or psychic powers.
  • The Social Expert: Capable of manipulating some decision points using their silver tongue. For example, in Book 4, the best way to obtain the treasure of the two monsters near Euryale's tower consist in having the Trickster use their words to pit them against each other.

    The Sage 

The Sage

"You clear your mind of all distractions, and gradually the din of the crowds fades away. You see countless old documents with your inner eye, and mentally sift them until you have found what you seek."
— Narrator, The Battlepits of Krarth

Raised in the spartan Monastery of Illumination on the island of Kaxos, the Sage has mastered the Mystic Way. By enduring spiritual trials paired with rigorous physical training, the Sage has access to not only martial combat skills, but can heal their party members and themselves. The Sage also possesses various psychic abilities, such as levitation, ESP, and the ability to perform exorcisms.


  • Bare-Fisted Monk: Averted. Despite being a martial artist monk, the Sage still takes a penalty to their chances to hit and damage rolls if they enter combat unarmed.
  • Bow and Sword in Accord: Can equip swords (and most other weapons) and is one of two classes to start with a bow and quiver.
  • Cast from Hit Points: How the Sage’s healing skill works. By risking some of their current Endurance points, the Sage can roll 1d6-2 and multiply the result by the Endurance they risked to calculate the amount of points they can then restore.
  • Combat Medic: A capable fighter and the only player character that can heal the party. Held back by the limitation of not being able to heal during combat.
  • Genius Bruiser: Background text for the Sage states they spent their life training both their mind and body. Is also one of the characters that tends to receive unique decision points that allows them to draw on their studies.
  • Psychic Powers: Has access to unique decision point options such as levitation or telepathic abilities. Often simply referred to as ESP in the text.
  • Turn Undead: More specifically, when dealing with ghosts or wraiths, the Sage may have the option to exorcise the spirits.
  • Warrior Monk: Ascetic upbringing? Check. Powers gained from meditation? Check. Martial arts training? Check.
  • White Mage: The only player character capable of healing the party at any non-combat decision point. Comes at the risk of losing their own Endurance points in the process.
    The Enchanter 

The Enchanter

"You use your magic power to peer into the future - or rather, one of many possible futures that await you depending on your decisions and actions."
— Narrator, The Battlepits of Krarth

The Enchanter alters reality around them by utilizing an array of magical spells. By manipulating the occult powers of sorcery, the Enchanter prepares various blasting and psychic spells for combat, while also peering into the future and summoning ethereal spirits to do their bidding.


  • Black Mage: The Enchanter’s specialty is purely offensive magic, save for a few context sensitive spells outside of combat.
  • Future Sight: One of the Enchanter's non-combat oriented spells allows them a brief glimpse into a possible future.
  • Glass Cannon: Ties with the Sage for the lowest Endurance stat, but with the highest Psychic stat, they can lay waste to an enemy.
  • Long-Range Fighter: The only spell that requires the Enchanter to be in a square adjacent to their target is Ghastly Touch. Otherwise, the Enchanter can launch a spell from any distance during combat.
  • Squishy Wizard: The only spellcaster among the player characters and the character with the lowest physical stats.
  • Summon Magic: Can summon an ethereal spirit called a faltyn to aid them in certain decision points. Given their terms, it often doubles as a Deal with the Devil.
  • Vancian Magic: The Enchanter’s spell system follows the functional rules to the letter.

Antagonists

    Icon the Ungodly 

Icon/Aiken the Ungodly

A mage and swordsman from Yamato who competes in the Battlepits, only to return later as a recurring enemy, always looking for a way to make life for the heroes hell.


  • Accidental Misnaming: He's consistently called "Icon", but at one point he complains about his actual name, the much more japanese-sounding Aiken, is being mispronounced by the uncouth players.
  • Arrogant Kung-Fu Guy: Very much this, to the point that he considers the Angel of Death as worthy enough witness for his final duel with you.
  • Establishing Character Moment: He shows up in the depths of the Battlepits and offers you help to conquer the dungeon. Even if you accept, he'll promptly sneak attack the character with lowest health first before initiating combat.
  • Deader than Dead: You finally strike him down in the land of the Dead, meaning that this time he's gone for real.
  • Final Boss: In both book 1 and 3 he's usually the last mandatory boss to be beaten, while the actual final bosses (Skrymir and the Seven-in-One) are skippable with the right item. He's also the final enemy in book 4.
  • Hoist by His Own Petard: During the climax of book 3, he will assume a misty form upon being defeated to float over the Pole of Life and refill himself. If you still have the Genie's copper bottle, you can use it to imprison Icon and toss the entire thing into the Pole of Death.
  • Gratuitous Japanese: Some of his spells and vocabulary are this. For the spells, most of the names are wrong (for example Hikari means "Light", not "Fire").
  • Incendiary Exponent: His favourite spell is the Fire Screen, covering his body with a sheet of flames dealing damage to all those who attack him in melee.
  • Katanas Are Just Better: At one point he has the completed Blood Sword in his hand (presumably a scimitar), but he tosses it away to fight with his katana.
  • Magic Knight: Icon can cast several spells and is a master of the blade.
  • Master Swordsman: Icon perfectd the kiri-ha sword style in his mother land and is proficient in swordfighting.
  • Paper-Thin Disguise: The Stranger in book 4 drops enough hints at his true nature that it would take a really dense player to fail to realize that the man is Icon.
  • Recurring Boss: He's fought in the first book near the end, then twice in a row in the third book. Has a last fight in book 4 as the final boss.
  • Stalker without a Crush: After being slighted and defeated in Krarth, he spends the following five years hounding the heroes, looking for revenge.
  • Taking You with Me: As he falls through the Pole of Death, Icon will summon his ancestors' spirits to take away the most precious thing you have: the Blood Sword!
  • Worthy Opponent: Grows out of his vengeance and considers the party/hero one.

    Magus Vyl 

Magus Vyl

"You now realise that this undead creature is Magus Vyl, and the assassins were sent to kill you in order to satisfy his desperate craving for blood. You do some quick thinking."
— Narrator, The Battlepits of Krarth

One of the Magi who acts as a lord of Krarth, and one of three Magi whose pennant is still available when the player characters arrive in Kalugen's Keep. It is a well known fact among the inhabitants of the keep that Vyl is a vampire.


  • Back from the Dead: Only a Sage can properly dispose of Vyl's body. Otherwise, expect him to keep coming back.
  • Dracula Expy: Is a daywalker, needs blood for sustenance, can assume the form of a wolf (according to flavor text), can mesmerize victims, and must be staked to prevent resurrection. The only non-Dracula inspired skill seems to be his paralyzing touch.
  • Early Game Hell: Vyl can easily be one of the first few encounters a new party has. Given that his stats are equivalent to an eighth level character and the narrow width of the corridor he is fought in (or larger room that is inescapable), Vyl is often an early game over for low-level players.
  • Optional Boss: If you want, you can ignore him, only missing a Cool Sword hidden in his tower.
  • Punny Name: Vyl is awfully close to "vile". Trust us, it fits his character.
  • Religion of Evil: One of the first hints that Vyl isn't exactly good aligned that a party might come across is a bloody altar to one of the demon gods in his tower.
  • Rule of Three: One of the three Magi whom you can attempt to carry the pennant for when first arriving in Kalugen's Keep. There is no way to actually serve under Vyl. He is only gathering adventures to feed off of.
  • Why Won't You Die?: Expect parties without a Sage who get stuck fighting Vyl to be asking this.

    Dominus Quel 

Dominus Quel

"I am Dominus Quel. And you - you are dust if you try to oppose me."
— Dominus Quel, The Battlepits of Krarth

An enchanter who attempts to claim the pennant of Magus Kalugen on certain routes.


  • Black Magic: Only casts Mists of Death and the Vampire Spell.
  • But Thou Must!: If you are at the point where Dominus is challenging you, you have no choice but to fight him or face a Non-Standard Game Over.
  • Optional Boss: Dominus is a fairly out of the way encounter and can only be fought after the player characters have exhausted their other options.
  • Squishy Wizard: As an enchanter, Dominus has fairly low scores in Fighting Prowess and Awareness. He more than makes up for it by having a large Endurance pool and a high Psychic score to cast from.

    Nebularon 

Nebularon

A lesser demon-god of the underworld.


  • Anti-Magic: Any spells an Enchanter casts on Nebularon simply fizzle out.
  • Experience Points: Notable in that defeating Nebularon awards experience points divided among the living player characters, unlike most encounters.
  • Multi-Armed and Dangerous: Nebularon's defining characteristic is that it possesses four arms, each one holding a scimitar.
  • One-Hit Kill: A potential workaround to an encounter with Nebularon, if you have the right item.
  • Sinister Scimitar: Holds four and definitely qualifies as sinister.
  • You Fool!: Calls the player characters "Fool!" if they attempt to use the gem containing the final breath of a dragon.
  • Wake-Up Call Boss: A powerful opponent that can be encountered early in the campaign and can be extremely challenging if fought using conventional combat methods.

    Skrymir 

Skrymir the Frost Giant

A powerful giant from the past, was slain by the Magi of Krarth and his remains were scattered in the depths of the Battlepits. The ghost of his master force the heroes to collect his bones and reanimate the behemoth to have his vengeance.


  • An Ice Person: He's mentioned to be a Frost Giant, though luckily he doesn't use ice in combat. He's vulnerable to fire though.
  • Final Boss: Of the first book, if you follow all the instructions.
  • Kill It with Fire: Using the right fire-infused item to revive him will cause him to keel over and burn to death after reforming.
  • Our Giants Are Bigger: He's a very tall, menacing Frost Giant.
  • Power Fist: You can also collect his metal gauntlet. If you give it to him, it will make Skrymir harder to kill.
  • Skippable Boss: You can refuse to pick up his heart and bones, but you'll risk a series of deadly trials along the way. Also, using a certain item to reform him will cause him to die as he's resurrecting.
  • Ungrateful Bastard: Granted, he has only revenge in mind, but he still attacks the party even if they brought him back from the dead.

    The Gray Lady 

The Gray Lady

A powerful witch who dwells in a ruined tower in a forest near Krarth, she once slew the comrades of an heroic knight, reducing him to the shadow of his former self.


  • Death Is Gray: She has killed countless people in the past and both her, her tower and armors are gray in color.
  • Flunky Boss: Since she cannot leave her throne during the day, she'll sent animated armors your way.
  • Squishy Wizard: She hides behind strong armors, but she will fall in one spell, leaving the armors useless and dead.

    Augustus 

Augustus

A sorcerous agent of evil, seeking the Blood Sword for his own goals. While not a true wizard, he can use several magical trinkets such as a flying carpet.


  • Bad Samaritan: While you're already on a ship he offers you a passage to Wyrd with his flying carpet. If you accept, he'll try to steal the scabbard of Blood Sword from you. If you refuse, he'll immediately try to sink your ship with a Water Elemental.
  • Sore Loser: Will launch a hissy fit if you manage to kill his Water Elemental before he can reach the ship or if he's put under Servile Enthrallment and forced to dispel the Elemental himself.

    Thanatos 

Thanatos the Giant

An armor-clad undead giant serving the Witch-King, he's found at the very bottom of a danger-filled area as the final test to enter the inner rooms of the Palace of Eternal Dusk.


  • Black Knight: A gigantic, undead variant of one. He's probably one of the Witch King's strongest warriors and loyal servant.
  • Duel Boss: Tries to invoke this and will call you a coward if you decide to fight him multi on one.
  • MacGuffin Guardian: Slaying him will grant you access to the inner parts of the Palace of Eternal Dusk through a corridor full of deadly trials. Also, by defeating him you can claim a magic banner which is required (alongside a series of item found on Wyrd) to win the final battle.
  • The Undead: As implied by his name, Thanatos is a living dead. If your character wears a skull pendant of Chernobog, god of the living deads, then Thanatos' impressive attacks will deal less damage.

    Witch King of Wyrd 

The Witch-King of Wyrd

The evil overlord of the frozen wasteland of Wyrd, his power over the dream dimension gave him full control over his deadly stronghold. He currently holds the hilt of the Blood Sword as a sacred talisman.


  • Arc Villain: Of the second book.
  • Fights Like a Normal: The first stage of the battle has him as a stationary boss sending waves of energy through his web to harm the heroes. As soon as one of them reaches him, he'll switch to bludgeon everyone close with his scepter.
  • Final Boss: The last enemy to be vanquished to obtain the hilt of the Blood Sword.
  • The Necromancer: Will summon a veritable army of skeletons to crush the players.
  • Oh, Crap!: Will panic if you ring the iron bell, ending his reign of terror here and there.
  • Power Crystal: Wears an enchanted crown made entirely of crystal.
  • Reality Warper: He has mastered the dream realm of Wyrd and can shape his fortress like he wish.
  • Squishy Wizard: When you finally confront him in melee, he's about as strong as the thralls you fought at the start of the book.
  • Villainous Breakdown: By the time you've reached his throne he'll be so outraged he'll try to kill you with his bronze club.

    Psiche 

Psiche/Saiki

A charming sorceress who lives near Crescentium. Seemingly willing to help the party, she instead tries to end their quest prematurely.


  • Bad Samaritan: She offers help to the party, only to try to kill them when their guard is at the lowest.
  • Cowardly Boss: If confronted, she'll put some servants between herself and the heroes and try to run away as soon as she can to summon a demon to help her.
  • Deal with the Devil: Implied to be the source of her power, which is why, in Book 4, she can't be summoned in Sheol for her soul is imprisoned in Hell.
  • Fake Nationality: In-Universe, she's actually from Yamato (Japan) rather than Crescentium (Greece), but the heroes won't notice this unless they ask a Faltyn for help.
  • The Reveal: Her actual name is Saiki and she's Icon's sister.
  • Skippable Boss: If you have a Trickster take her drug, he can fake drinking and backstab her in the back as soon as she turns against the heroes.

    Susurrien 

Susurrien

A decadent and exiled prince of Ta'ashim who wants to put his hands on the Demon's Claw, the Sword of Death. He possess a magic idol which can allow him to locate both the Demon's Claw and Blood Sword, but he needs the party help. He's also a villainous sorcerer of great skill and a devil-worshipper.


  • Admiring the Abomination: He makes long, admiring monologues on extremely powerful and evil creatures such the ancient gods or the True Magi.
  • Deader than Dead: In Book 4, you can summon his spirit in Sheol in a special shrine: if you do so, you can fight him again and vanquish him for good.
  • Good Smoking, Evil Smoking: He's introduced lounging on some cushions and smoking from an hookah, clearly a sign of decadence and untrustworthiness.
  • Evil Is Petty: As soon as the heroes, annoyed by his rethorics, start to talk back, Susurrien will call forth the shades of three demon gods to kill the party.
  • Scary Teeth: The description mentions how he has sharp teeth.
  • Summon Magic: During the book's climax, he'll summon Azidahaka, Nasu and Yazir to kill the heroes. They have such broken stats and skills that they are almost always a Hopeless Boss Battle. Even more so if you somehow slay them but lack the Hatuli idol, which means that Susurrien got away. When you confront him in the underground shrine, he will call forth the Seven-in-One to kill you.
  • Teeth-Clenched Teamwork: He finds the heroes uncouth and primitive, they find him amoral and depraved. They're still willing to cooperate for the quest of the two blades.
  • Warrior Prince: Closer to sorcery, but he can still swordfight if he has to.
  • Zero-Effort Boss: By the time he's alone against you, the Old Man of the Mountain Hasan will unceremoniously backstab him.

    The True Magi 

Red Death, Blue Moon, White Light, Star of Plagues, Star of Gifts

Five ancient Magi who obtained so much power they gave up their bodies to become celestial bodies. As the Judgement Day approaches, the True Magi attempt to regain a physical body of flesh and bone to infest the world once again with their evil, dooming all mankind.


  • Ancient Evil: They have been around for millenia.
  • Big Bad: Of the saga as a whole, though their presence is next to non-existant in the first book.
  • The Brute: Red Death deals with combat, violence and flames. Expect less tricks and more whacking from him.
  • Celestial Bodies: Their current form, each as large as a fifth of the moon. They plan to return to the physical world in the flesh to contaminate everything with their evil, so that God may not judge his creation worth of saving.
  • Color-Coded for Your Convenience: Each of the Magi has a distinctive color: Blue Moon has blue, Red Death has red, Star of Plagues has green, White Light has both white or gray, Star of Gifts has gold.
  • Final Boss: They are the final obstacle to save mankind and allow everyone to be fred from evil and pain.
  • The Ghost: Justified in that they're trapped in their celestial bodies and can only indirectly interact with the world. If you don't take the right actions near the end, they will manifest with a physical body.
  • Greed: Star of Gifts has this motif, promising luxurious riches for a price.
  • Healing Factor: When fought as bosses, not only they can heal their wounds, but they also gain more and more life points as the battle goes on, forcing you to divide your heroes or use area spells to damage them.
  • Humanoid Abomination: Started out as very powerful human and soon became such a threat to mankind they'll make the decisive difference during the Day of Judgement between eternal damnation and redemption.
  • Light Is Not Good: One of the Magi is called White Light, but he's extremely dangerous and a bane to all life.
  • Master of Illusion: Blue Moon and his servants are master of illusions. During the final boss battle, depending on your choices, Blue Moon will play one last illusory ace in the sleeve.
  • Plaguemaster: Star of Plague. His magic orb contains all the illness of the world and can even absorb them, while in book 4 he may curse your party with the debilitating winds of plague.
  • Playing with Fire: Red Death's secondary gimmick are fire and flames.
  • Transhuman Treachery: They went from mortals to semi-divine abominations which may damn all humanity.
  • The Undead: They trascended life and death and thus are considered living dead. The Sword of Life is super effective against them for this reason.
  • Was Once a Man: They all use to be human mages, the best of their trade.
  • Weapon of X-Slaying: The Blood Sword and the Demon's Claw are this to them, allowing you to potentially one-shot them.
  • Wolfpack Boss: In the worst case, you have to fight all five Magi at once.

Others

    Magus Balhazar 

Magus Balhazar

"A Balhazar quote should go here."
— Magus Balhazar, The Battlepits of Krarth

One of three Magi whose pennant is still available when the player characters arrive in Kalugen's Keep, and the one most desperate to find champions to represent him.


  • Absurdly High-Stakes Game: Played straight with Magus Balhazar. He stands to lose thousands of acres of valuable pine forests to his rivals should his representatives die in the pits.
  • The Archmage: Is able to generate an illusion of an entire masquerade in his home, and still has the power leftover to kill an assassin with a single Nemisis Bolt.
  • Aristocrats Are Evil: Averted with Balhazar. Even if he ends up dying before you can represent him, he will still try to bequeath an extremely rare item to you simply out of kindness.
  • Only Smart People May Pass: Despite needing representation, Balhazar puts the player characters through a test of cunning and has already turned away other candidates who lacked the intelligence to pass.
  • Royals Who Actually Do Something: Of the Magi available, Balhazar does the most to provide for the player characters should they choose him.

    Magus Kalugen 

Magus Kalugen

"Do not flinch from any danger; do not run from any battle. Be brave. Be resolute. Begone!"
— Magus Kalugen, The Battlepits of Krarth

The eponymous lord of Kalugen's Keep and one of three Magi whose pennant is still available when the player characters arrive in Kalugen's Keep.


  • Absurdly High-Stakes Game: Averted in Kalugen's opinion. Kalugen has already made various concessions with other Magi in advance of you taking up his pennant in the battlepits. He couldn't care less if he wins or loses. However, your life is still on the line.
  • Bad Samaritan: If you win against him at his games he'll reward you with a magic scroll. Using the scroll will immediately pits you in a mortal combat against a monstrous warrior with a deer skull for an head.
  • Decadent Court: Kalugen rules over one of these in his black palace. He is extremely wealthy compared to the commoners of the keep, and the keep is depicted as somewhere you do not want to get stuck in when the floods come. He also keeps elite guards who have to prod the common folk into cheering for his palanquin. He also doesn't seem to trust his court and has the courtroom cleared before he will even discuss the battlepits with the player characters.
  • Rich Boredom: Kalugen is described as being extremely wealthy and covered in jewels. He is also disinterested in the pressing matter of the battlepits and would rather play games with you.
  • Royals Who Actually Do Something: Downplayed. Kalugen at first does not seem to take the pits seriously, however, he still provides the player characters with pennants, information, and lodging (albeit in a cold cell) for the night.

    Uraba 

Uraba

A seer of a small village in Wyrd, she has forseen the heroes' future and can help them.


  • Anti-Magic: Her gift to you is an iron bell which can dispel all sorcery in sight.

    Captain Lazarus 

Lazarus

Captain of a whaling ship who secretly plots to hunt down the World Serpent Jormungand himself.


    Tobias of Valtyn 

Tobias

A fanatic knight from Outremer and leader of his order in foreign city of Crescentium. His zeal makes him a valuable but dangerous asset.


  • Knight Templar: Both literally and in the trope sense, Tobias is helpful, but his desire to eradicate evil makes him a dangerous man to deal with.

    Fatima 

Fatima

A powerful and mysterious sorceress encountered by the heroes.


    Hasan 

Hasan the Old Man of the Mountain

An elderly but powerful leader of an order of assassins, a friend of Fatima.


    Entasius 

Entasius

An ancient sage who knows the way to reach the land of Sheol, where the Blood Sword was lost. He desperately wants to be reunited with his lover Cordelia.


  • Karmic Death: Cordelia is so shocked by his old and withered appearence that she rejects him, causing him to die and be reclaimed by the Angel of Death in the player's stead.
  • Orphean Rescue: In a variation, he has the heroes venture forth in the underworld to rescue his love, Cordelia.
  • Really 700 Years Old: He has kept Death at bay for over 700 years to be with his beloved Cordelia, waiting for heroes strong enough to recover her from Sheol.
  • Treacherous Quest Giver: He never tells the heroes that in order to bring Cordelia back from the dead, another one from the living must take her place.

    Angvar 

Angvar

The massive owner of the Hall of Angvar in Sheol, a place where lost souls may partake in drinking, good food and fighting.


  • Boisterous Bruiser: As expected from his viking aesthetics.
  • Duel Boss: If you decide to challenge him, the Warrior will have to face him one on one. Given who he is, ça va sans dire it's an Hopeless Boss Fight where you can only surrender or die.
  • God Was My Co-Pilot: Highly implied to be Thor in disguise.
  • Super-Strength: If the Enchanter tries to trick him by having the Faltyn connect his body to a mountain when Angvar tries to lift him, Angvar will uproot the mountain, causing the Faltyn to gasp in disbelief.
  • Worthy Opponent: If a Warrior fights him and surrenders after losing at leas half health, Angvar will admit that he/she fought well and offer them a bunch of magic bracelets for their effort.

    Azrael 

Azrael the Angel of Death

The Angel of Death, tasked with the guardianship over the dead and the demise of the living.


  • Cool Sword: Leans over a colossal ivory-pommeled sword.
  • Dark Is Not Evil: He's pitch black, has feathery black wings and a huge sword, but is a force of goodness.
  • Don't Fear the Reaper: He's Death, but he's nothing but helpful and supportive.
  • Eyes Do Not Belong There: His humongous wings are peppered with eyes, one for every living being. They close once someone dies and you can't help but notice how the closed eyes seems to be more numberous of the open ones.
  • Our Angels Are Different: Resembles a colossal, naked humanoid with pitch black skin, with cloth over his eyes, a giant sword and huge feathery wings peppered with eyes. He has to manage the world of the dead.

    Karunaz 

Karunaz

A mysterious warrior who's looking for the Demon's Claw, the twin of the Blood Sword.


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