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Main Character Index | Forces of Order: Celestial Court | The Hero's Band | Allies (The Star Pupils) | Rulers | Forces of Chaos: Dark Gods | The Pit | Allansia (The Demonic Three) | Khul | The Old World | Other Dimensions

This is a page for the villains of the Fighting Fantasy universe, fought in Allansia: the largest and most featured of the three continents of the world of Titan, titled the Land of Danger due to the many perils lurking. Like Khul, it got devastated during the nightmarish Chaos Wars, and reduced to small kingdoms and city states surrounded by hostile wilderness. It holds the remnants of the Fantasy Counterpart Culture to the Horny Vikings, and the Greece, Rome and Egypt of ancient times.

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Given the nature of the gamebooks, any vital plot-relevant twists and weaknesses (especially weaknesses) should be kept under spoiler tags.

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Rulers

    Akharis 
https://static.tvtropes.org/pmwiki/pub/images/akharis.jpg
Appears in: Curse of the Mummy

The central villain of Fighting Fantasy’s take on mummy movies. The last Pharaoh of Djarat, the world of Titan's Fantasy Counterpart Culture of Ancient Egypt. He was a loathsome and reviled tyrant, who created the Cult of the Cobra dedicated to Sithera, the Goddess of Evil (in fact a guise taken by Sith, one of the Snake Demons). As he was dying poisoned by his enemies, he swore that he would return and sacrifice the entire world to Sithera, and the recently revived Cult of the Cobra is about to find his tomb in the dangerous Desert of Skulls to resurrect him. Unless you have something to say about it of course...


  • 0% Approval Rating: He was reviled by pretty much everyone in Djarat, save from other fanatics as twisted as he was.
  • Achilles' Heel: Akharis' power is linked to the artefacts used in the mummification process, and decreases when you break them. Namely the Earthenware Jars, his Funeral Mask and his Sarcophagus. Breaking the jars costs him -1 stamina per smashed jar and -1 skill per smashed pair. Destroying the sarcophagus costs him -6 stamina. Removing his mask costs him -1 skill and -2 stamina.
  • Antagonist Abilities: He is superhumanly strong and durable, making him a really tough foe with stats beyond the normal maximum.
  • Antagonist Title: He is the mummy of the title.
  • Apocalypse How: His return and subsequent Curse would cause a continental, and very likely a global one, reducing the land to a dark and inhospitable desert.
  • Back from the Dead: The entire plot is driven by his upcoming return from the dead as a mummy.
  • Bare-Fisted Monk: He fights primarily with his fists, and sometimes with his claws. And he uses them well.
  • Big Bad: Downplayed, he is the threat you set out to defeat and the Final Boss, but nothing more. He does nothing of importance for the entire story. While many a Sealed Evil in a Can of the series have some influence over the threats you face and the evil that spreads, Akharis has zero.
  • Big Bad Duumvirate: The one who leads the Cult of the Cobra in the search for Akharis's tomb and presides the ceremony to revive him, is in fact the High Priestess of Sithera. While technically his subordinate and much weaker than he is, she does the actual villainous stuff, and is the foe who casts deadly magic you need special trinkets to survive, something usually reserved to Final Bosses.
  • The Caligula: A fanatical worshipper of evil hardly makes a good ruler.
  • Cool Mask: The funeral mask of pharaohs sure looks wicked on mummies.
  • Curse: Should Akharis return, Titan as a whole will be reduced to a barren, sandy desert forever covered with dark clouds, full of scorpions, snakes, insects and diseases, unfit for mortal life. How exactly does he have the power to unleash such a powerful, world-threatening curse remains unknown, though it is implied that it will channel Sith's power onto the Earthly Planes to do the trick...
  • The Dragon: He was this to Sith, being his most powerful follower on the Earthly Planes and the leader of her cult. She wants him resurrected to become this once more.
    • His vizier Amentut was this to him when they were alive, and his mummy still faithfully guards his treasure, but he serves as nothing more than a Boss Fight, and a rather weak one at that.
    • Also, the High Priestess intends to become this for him.
  • Elaborate Underground Base: His tomb, hidden at the very heart of the local Shifting Sand Land, as a tribute to the classic movies.
  • Final Boss: With skill 13 stamina 25 (both 1 over the normal maximum) and little means for you to match his might, Akharis puts up a tremendous fight. Fortunately there are means to weaken him and even the odds.
  • Feed It with Fire: Do not use the Iron Rod against him, lest its evil magic boosts him with +1 skill and +3 stamina.
  • The Fundamentalist: He is fanatically devoted to Sith, and devoted most of his reign to expand her cult.
  • Generic Doomsday Villain: He is very evil and dangerous, but he lacks characterization, has little role in the story proper, and is pretty much only there to provide a suitably epic Final Battle.
  • Glowing Eyelights of Undeath: Made even creepier with his mask.
  • The Heavy: Akharis is featured in the title and on the cover, he founded the Cult of the Cobra, the main antagonistic force throughout the story, and your goal is to prevent his return, driving the plot. But his only role in the story proper is to be the Final Boss.
  • Human Sacrifice: He sacrificed countless people to satisfy his foul idol's lust for blood.
  • Kill It with Fire: As per tradition, you destroy him for good by throwing him into the cult's magical fires after beating him.
    • Averted with normal fire though, the High Priestess was cautious enough to cast a spell protecting him from it.
  • Living MacGuffin: Well, for a pretty lax definition of "living"... You search his tomb to destroy him (and pocket his treasure while you are at it. Heroism Won't Pay the Bills after all), and the Cult of the Cobra is searching it to bring about his second coming.
  • Load-Bearing Boss: Defeating him causes the temple to collapse. Forcing you to escape to fully succeed. Though it does not collapse right after your victory, but after you destroy Sith's animated statue.
  • Long-Lived: Akharis died at 156...
  • Made of Iron: He is exceptionally resilient, so it is advised to wound him as much as possible before fighting.
  • Malevolent Masked Man: The evil mummy of a fanatical demon-worshipper, wearing a funeral mask.
  • Mask Power: His funeral mask empowers him. But if you manage to take it off him, he is significantly weakened.
  • Monster Lord: As the mummy of a pharaoh, Akharis dominates Mooks-level mummies.
  • Mummy: Well duh!
  • Natural Weapon: His fists and claws. He needs nothing else.
  • Nepharious Pharaoh: He went down in history as the worst tyrant Djarat ever known.
  • No-Sell: Akharis resists spells and normal fire, so try instead to decrease his stats.
  • Omnicidal Maniac: He wants to wipe out life on the surface of Titan.
  • Post-Final Boss: Akharis is both the Final Boss and this, as you fight him again after you first defeat him, albeit considerably Worfed. To clarify, after you defeat him you must have an Ankh to survive Sith's animating the statue in her likeness to crush you. And then, she revives him a second time, to stall you while the temple is collapsing. Fortunately, he has only skill 8 stamina 10, but you only have a limited amount of time to defeat him before the temple crumbles on you, and must then escape the temple to fully succeed.
  • Red Eyes, Take Warning: Villains with red eyes are scarier after all.
  • Religion of Evil: He founded the Cult of the Cobra, fanatical worshippers of Sithera adepts of Human Sacrifice and out to extinguish all life, to give the world on a silver platter to their demonic idol. Positively charming really...
  • Revive Kills Zombie: Dousing him with the healing Waters of Life deals heavy damage.
  • Sealed Evil in a Can: One who not only needs to have his can opened, but to be revived as well.
  • Shout-Out: His name is inspired from Kharis, the titular mummy from the film The Hand of the Mummy and its sequels.
  • Silent Antagonist: He never utters a word, and one can wonder whether he still can.
  • Super Strength: Akharis is strong enough to effortlessly lift you and throw you like a rag doll.
  • Strong and Skilled: He is freakishly strong and powerful, but he also knows how to fight.
  • Undeath Always Ends: At soon as it started, after you're done with him.
  • You Can't Thwart Stage One: After killing the High Priestess and stopping the ritual, Sith takes the matter in hand and revives him herself.

    Balthus Dire 
See his entry on the Demonic Three page under Rulers.

    The Dark Elf Sorcerer 
https://static.tvtropes.org/pmwiki/pub/images/dark_elf_sorcerer.jpg
Click here to see the in-book illustration (markedly different look) 
Appears in: Siege of Sardarth

One of the very few Big Bads of the franchise you don't learn about right from the start. He is the mysterious ruler of the dark elves who are plaguing the land. He disturbs the balance of the sacred Forest of the Night, taking control of the region, and blocks all accesses to the city of Sardath, the centre of civilisation in northern Allansia, which is being isolated, besieged and attacked by his airborne black flyers. If Sardath were to fall, all of Allansia would soon follow. He also sends his shape-shifted agents to infiltrate the local cities and cause strife all over in the land, until you escape being killed by his agent and set out to solve the troubles...


  • Affably Evil: The Sorcerer is courteous and polite, being nothing but cordial in his interactions with you and congratulating your progress in earnest. though he is clearly threatening, and enjoys taunting you when he has you on the ropes.
  • Amazing Technicolor Population: He has chalk-white skin, which is uncommon even among dark elves, usually with a darker complexion.
  • Antagonist Abilities: A wizard too powerful to be defeated in a direct battle and too smart for a simple Battle of Wits, with mental magic, barrier spells and a Death Ray attack.
  • Attack Reflector: You can only defeat the Sorcerer by deflecting his mental spell back at him to shatter his mind. Good luck in succeeding though, for having the means to do so won't mean you automatically can.
  • Authority Equals Asskicking: He leads the dark elves and he is far and away the most powerful you will face. Even other elite wizards of his Praetorian Guard pale before him.
  • Awesomeness by Analysis: The Sorcerer is very good in noticing things and deducing exact information from very few clues. You must use it against him by deceiving him to make mistakes without him noticing.
  • Badass Bookworm: He is a very powerful master of dark elven magic and Evilutionary Biologist, in addition to a highly intelligent and calculating schemer. While he never fights in the proper sense of the word, he uses magic to Curb Stomp even expert warriors.
  • Badass Cape: The cover art depicts him with a long cape expanding his already imposing frame.
  • Badass Longcoat: The in-game illustration however depicts him wearing a purple one with jagged sleeves.
  • Badass Long Robe: He is clad in an impressive-looking set of ornate robes.
  • Barrier Warrior: When you attack him with your sword, he retaliates by conjuring force-fields before you to knock you out and send you reeling, leaving you wide open for a Death Ray.
  • Battle of Wits: How the Final Battle unfolds. You own the Brain-Slayer Amulet that protects you from mind magic and can deflect mental spells, but he knows of its powers, so you must bluff and goad him into casting a spell you can deflect. The Sorcerer on the other hand is reading through your words and actions to learn your powers and strategies. Be very careful or he easily sees through your act and has you for dinner.
  • Big Bad: The Evil Sorcerer behind all the troubles you face, whose schemes threaten the entire continent.
  • Brought Down to Normal: Exaggerated as whe defeated, the Sorcerer not only loses forever his formidable magic mastery but also his brilliant intelligence, reducing him to a walking vegetable whom you deem Not Worth Killing.
  • Chaos Architecture: Used to great effect by dark elves. See Eldritch Location below to see exactly how.
  • The Chessmaster: His Evil Plan is well into his final stage when you uncover it. He spent the last weeks isolating the different cities with his forces, driving away the elves who take care of the Forest of the Night to take control and cut Sardath, his main target, away from reinforcements. He syphons the power of the Storm Giant Corianthus to wreak destruction over Sardath's defences. He also sends his shape-shifted agents kill and impersonate prominent members of the ruling councils of most cities around Sardath. There, they can vote to lead the citizens in his traps, spread discord, undermine attempts at discovering what is going on, and kill those who pose a threat; to topple the cities from the inside as well as from the outside.
  • Combat Stilettos: The illustration depicts him with them, contrasting with a pretty buff and imposing physique for a sorcerer. He can afford to wear them since he does not even need to move to Curb Stomp his foes.
  • The Corrupter: The benevolent forces of the Forest of the Night start acting violent and dangerous under his influence, and his infiltrated spies sow discord and push for warmongering in their towns.
  • Crazy-Prepared: The Sorcerer studies the only artefact that can defeat him, to learn how to use it for his own plan.
  • Creepy Souvenir: He wears a skeleton's hand as a pendant.
  • Curb-Stomp Battle: If you attack him straight out or if he has you Out-Gambitted, he hands you your ass on a silver platter. Either paralyzing you with Eye Beams and frying your mind, or knocking you out against force-fields and killing you with a Death Ray.
  • Death Ray: He uses a spell that does just that, one-shotting you with a dark beam that burns your life-force while leaving your body intact.
  • Despotism Justifies the Means: He wants to take over the continent and have his people leave the subterranean realm they were banished to, in order to enslave the people of the surface.
  • Elaborate Underground Base: His men are building a subterranean town for him and his troops. By the time you infiltrate it, it is almost finished.
  • Eldritch Location: Buildings made by dark elves are logic-defying, maddening, and unbearable to watch for any other specy, causing troubles and vertigo that can cost -1 skill at best or be lethal at worst. The dwarf leader Lokimur can give you a magic lens that protects you from its effects.
  • Emperor Scientist: A magical variant. The Sorcerer built most of his power base on the result of his magical experiments and the mutants he created. He abducted Corianthus, the powerful Storm Giant, and is working to syphon his power.
    • He invented a shape-shifting potion he uses to infiltrate his elves into the local cities to further his plans. You need to use it to infiltrate his lair shape-shifted as a dark elf.
  • Everyone Calls Him "Barkeep": He is the sorcerer who leads the local dark elves. There are others under his command but he is the big deal among them. As such he is fittingly called "the Sorcerer". Gasp! What a surprise.
  • Evil Counterpart Race: He is a Dark Elf, a group of elves who got corrupted by arrogance and tried to dominate the other races, only to be driven away in subterranean kingdoms. They are now Always Chaotic Evil masters of The Dark Arts, twisted by darkness.
  • Evil Genius: Not only did he make quite the successful breakthrough with his magic experiments, but he displays great intelligence, remarkable tactics and quite the Sherlock Scan.
  • Evil Gloating: He indulges into this, but in a more subdued fashion than most, and only when he really has the upper-hand.
  • Evilutionary Biologist: He performed experiments on his subjects to create dark elves with bat-like wings known as the black flyers.
  • Eye Beams: He can fire yellow bolts from his eyes, that paralyze you.
  • Fate Worse than Death: His final fate. Leaving him brain-dead and powerless, unable to provide for himself whatsoever is much worse than killing him outright. He so totally deserves it and nobody will shed a tear, but the prospect remains gloomy.
  • Final Boss: The final and far and away the most dangerous enemy of the game, though he is fought in a Battle of Wits instead of a straightforward battle. Quite the contrary, trying to fight him the normal way only leads to a painful demise.
  • High Collar of Doom: His cape sports this on the illustration.
  • Hoist by His Own Petard: The Sorcerer is too powerful to be defeated otherwise, but he is also too smart to use magic carelessly. You must prove smarter than him.
  • Kill and Replace: You realise to your horror that his agents are using this to infiltrate cities around and approach concilmen to do this for him and further his cause.
  • Laser-Guided Karma: You defeat him by shattering his mind with the very spell he cast upon you, reducing him to a powerless, witless, walking vegetable, unable to command or threaten anything. For such a smart and powerful villain, spending his remaining time irrevocably brain-dead and weak really is a deserving end. Karma is a bitch baby!
  • Magic Staff: Quite a stylish one, doubling as a Staff of Authority.
  • Magical Eye: The Sorcerer uses his mental magic through eye-contact.
  • Mind Rape: He can shatter your mind beyond repair with mental magic.
    • He ends up with his mind irrevocably shattered after you defeat him.
  • Monster Lord: The ruler of his own dark elven city, very likely part of the four major clans that rule the dark elven race.
  • No Name Given: He is only known by his title.
  • Obviously Evil: One look is enough to know that this fellow means bad news.
  • One-Hit Kill: As soon as the Sorcerer points his Magic Staff at you, you know you're screwed.
  • Our Elves Are Better: Elves in the Fighting Fantasy setting are stated to be better in magic than any other race in Titan. Despite being evil, dark elves also count and this guy and his followers do not disappoint.
  • Out-Gambitted: If you are not careful enough, he deduces what you are up to and the game is lost.
    • You must outsmart him to win, but he is a highly intelligent Chessmaster who can see through your bluffs quite easily, so you must prove even more devious.
  • The Paralyzer: As noted above, his Eye Beams do just that.
  • Pointy Ears: A given for an elf.
  • Praetorian Guard: He has elite dark elf soldiers with skill 10 stamina 8, guarding his inner sanctum and never allowing anyone enter without permission.
    • Worse, he commands the other dark elven sorcerers, very powerful wizards in their own right, serving as the last line of defence between you and him. If you can unleash a Lightning Sphere you destroy them. If not, they conjure a huge, dark energy sphere that engulfs and kills you by burning your life-energy.
  • Psychic Powers: He is an expert in mental magic.
  • Purple Is Powerful: The cover art depicts his Badass Longcoat coloured in a deep shade of purple.
  • Puzzle Boss: The Sorcerer provides a mental challenge rather than an all-out battle, but this is no less challenging.
    • You can only defeat him if you know how to use the magic Brain Slayer Amulet to deflect back his mental spells, so you must goad him into using them. You must either threaten to destroy it or boast that he must kill you to get it, then feign panic yelling that it no longer works, then test your luck. (And in case of bad luck, state that you were bluffing.) He will assume that you are protected by something else but that the amulet really does not work, cast the spell and end up brain-dead. If you're too forward, the Sorcerer either sees through your bluffs or deduces your intentions and you're an epitaph.
  • Samurai Ponytail: He is no samurai, but the illustration depicts him sporting an impressive one at the back of his head, falling down on his shoulders and separating his hair at each side of his head.
  • Shoulders of Doom: Golden in the cover art, more armour-like in the illustration.
  • A Sinister Clue: The Sorcerer carries his Staff of Authority in his left hand.
  • Slavery Is a Special Kind of Evil: He enslaves dwarves to build his subterranean town. You must free them so that their insurrection provides a distraction to sneak into the Sorcerer's inner sanctum. Their leader gives you directions towards it. They even ask you to punch the Sorcerer after you defeat him and you do just that with unabashed glee.
  • Sorcerous Overlord: He controls the local dark elves, building a subterranean city for him to rule, and uses his sorcery and the result of his experiments to attack the local cities.
  • Staff of Authority: He holds one in his left hand, more detailed in the illustration than in the cover art.
  • The Strategist: The Sorcerer knows his way around warfare. He isolates Sardath from other cities that could help, cuts out all exits from which the population could evacuate, and sends airborne squadrons harder to defend against. Not to mention the cataclysmic, never-ending storm to wreck their defences. The city resists admirably with its enormous military might but is a hair's breadth away from falling.
  • Take Over the World: He seeks to take over Allansia, and possibly Titan as a whole.
  • Undying Loyalty: He commands the fanatical devotion of his servants, who sing his praises and revere him. When taken prisoners, they would kill themselves without the slightest hesitation rather than revealing his secrets.
  • The Unfought: Downplayed, you do confront the Sorcerer but rushing blindly with your sword only leads to a painful defeat. Instead you must win through an intense Battle of Wits.
  • Villainous Cheekbones: He has sharp features and pronounced cheekbones.
  • Villainous Widow's Peak: To complete the Obviously Evil looks.
  • Weather Manipulation: He captured the Storm Giant Corianthus, and syphons his power to cause a tremendous storm over Sardath. With this, he can not only cover the sky with dark clouds to keep sunlight at bay, protecting his dark elves from it, but it wreaks havoc on the cities defences and makes navigation on the nearby lake impossible, making it an easy target for his armies.
  • Xanatos Speed Chess: You spend the confrontation playing this against him. Each one adapting your next move from how the other acts or reacts. And it is very satisfying to beat him at his own game.
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    Leesha 
https://static.tvtropes.org/pmwiki/pub/images/leesha.jpg
Appears in : Temple of Terror

The evil priestess of a dark cult dwelling in the lost city of Vatos, Leesha is a spoilt and pampered woman of taste and power, ruling over the maddened cultists and the amorphous night horrors prowling the halls and corridors of her temple, acting as a secondary antagonist along with the evil Malbordus. She's rumoured to be immortal and protected from all weapons or magics, and it is up to you to see whether this is true...


  • Achilles' Heel: There's only one thing that she fears: A Sandworm Tooth.
  • Affably Evil: Leesha may be evil, but she sure is courteous, speaking politely and bearing you no ill will even as an enemy. Provide her with something she likes and she rewards you handsomely, oppose her or merely displease her, and she kills you without a second glance.
  • Antagonist Abilities: Being Nigh Invulnerable and The Paralyzer makes her a deadly foe.
  • Big Bad Duumvirate: Leesha forms one with Malbordus, being the leader of the temple you must explore and actually in cahoots with the Dark Elf Champion, seemingly willing to let him have the Dragon artefacts.
    • Contrary to Malbordus, a Sorcerous Overlord wannabee working to build his own power base, she wields considerable power but only cares about sitting around and having her every whim catered. She flees as soon as you pose a threat, while Malbordus confronts you head on for the Final Battle, cementing him as the biggest threat and true Big Bad.
  • Cowardly Boss: Leesha immediately lifts her skirt and runs away, if you happen to be in possession of the Sandworm Tooth.
  • De-Power: Enter her sanctuary through the rain of gold, and it cancels your ability to spellcast.
  • Dirty Coward: Leesha acts high and mighty when you cannot do a thing against her, but as soon as you prove her wrong, she flees as fast as she can without looking back.
  • Femme Fatale: Highly implied to be this, though she doesn't try to seduce you.
  • High Priest: A female example. She is the high-priestess of a Religion of Evil worshipping one of the Dark Gods, though we never learn which one.
  • Hot Witch: While she isn't a which in the proper sense, she is very beautiful and wields vast power.
  • Human Sacrifice: Leesha is an evil priestess, so she unsurprisingly delves into this. She sacrifices all losers of her art contests for instance.
  • Karma Houdini: She manages to escape the hero and promptly disappears from the scene, leaving you to fight Malbordus instead.
  • Lady of Black Magic: She is beautiful, poised and elegant, and wields considerable magic power.
  • Man of Wealth and Taste: Woman in that case. She loves beautiful artworks, and is willing to hold an art contest and reward the winner with no less than 300 gold coins. The losers on the other hand...
  • Ms. Fanservice: While she's seen from a distance (see picture) she's quite attractive herself.
  • Nigh Invulnerable: She's protected by an enchantment that makes her virtually invulnerable to mundane and magical attacks. Except for a Sandworm Tooth.
  • No-Sell: Trying to attack her is purely suicidal.
  • Oh, Crap!: She quakes in fear if you reveal the only thing capable of killing her off.
  • Orcus on His Throne: She doesn't leave her comfortable sanctum at all, letting all her minions fight and work for her.
  • The Paralyzer: If you lack a way to hurt her, she immobilizes you with a spell and call for Malbordus, who proceeds to take your Artefacts.
  • Religion Is Magic: Leesha is the high-priestess of a cult, and wields powerful magic.
  • Religion of Evil: Well, she is a High Priestess of an unspecified Demon Prince or Dark God and her cultists are either mindless fanatics or horrible monsters. It is implied that she worships the same demons as Malbordus.
  • Screw This, I'm Outta Here!: She doesn't even try to put up a fight and runs for the hills as soon as you threaten her with the Sandworm Tooth.
  • Sequential Boss: First get rid of her minions, then take care of the wench herself.
  • Slouch of Villainy: When you first set your eyes on her, she's reclining on a lavish sofa and being fanned by a massive brute she later unleashes on you.
  • Smug Snake: Leesha relies on her admittedly considerable power and minions to pose a threat, keeping an insufferably condescending sneer all the time, but as soon as thing go south she sings another, much more pathetic tune...
  • Sorcerous Overlord: A rare female example. She uses her power and influence to rule the lost city of Vatos and the monsters dwelling there.
  • Talent Contest: You meet people making works of arts for a contest she frequently organizes, in which the victor is handsomely rewarded and every other contestant is sacrificed. You are not involved directly into the contest, but knowing about it provide a vital clue you need to progress.
  • Temple of Doom: She rules the temple of her cult, and the entire lost city of Vatos: Ancient ruins of a long-gone civilisation, derelict and filled with monsters and beasts.
  • The Unfought: You confront her but never do battle against her, for she is a Cowardly Boss and Zero-Effort Boss to boot.
  • Vain Sorceress: Highly implied to be the case, as she surely likes to show off her beauty.
  • Weak, but Skilled: Leesha masters deadly magic, but she does not even try to fight when you expose her sole Achilles' Heel, and likely never bothered to learn.
  • Zero-Effort Boss: For all her power and posturing, getting rid of her is a piece of cake. Show her the Sandworm Tooth and voila! Bob's your uncle.

    The Lizard King 
https://static.tvtropes.org/pmwiki/pub/images/lizard_king.jpg

The ruler of Fire Island, a former prison colony which he took over and turned into a slave mine, the Lizard King is a brutal tyrant who has learned voodoo sorcery to make himself even more powerful. On Fire Island, he has amassed an army of lizard-men, orcs, giants and all manner of monsters, and periodically sends them out to raid the surrounding islands to seize new slaves and expand his realm. To make matters worse, the Lizard King is fused with a Gonchong, a spider-like parasite that grants its host enormous strength in return for most of their free will. But there is one who will rise against him...


  • Achilles' Heel: Fire Swords.
  • Amazing Technicolor Population: Blue scales are quite uncommon, even for lizard-men.
  • Antagonist Abilities: His max skill stat and immunity to normal weapons make him a foe to be reckoned with.
  • Antagonist Title: Well duh!
  • Asskicking Equals Authority: He became king of the lizard-men of Fire Island by being the strongest, smartest, baddest and meanest of them. His mastery of Voodoo sorcery and the power-boost he owes the Gonchong also helped.
  • Attack Animal: The Lizard King has a black, maneless lion as a pet, that he sics on you before the fight starts.
  • Badass Normal: The Lizard King might dabble in Voodoo sorcery, but he does not use magic in battle and has no need for it to kick ass.
  • Big Bad: The slave-driving Evil Overlord, who must be taken down to restore Fire Island and relieve the local fishing ports of his raids.
  • Body Horror: Has a horrible parasite attached to his brain.
  • Cool Pet: A lion looking like a black panther. To think some are content with cats...
  • Cool Sword: A sword is cool in itself, but a fiery blade is even cooler. You can see it for yourself when you wield one.
  • The Dreaded: The Lizard King is feared in all the coasts he raids.
    • Even his Mooks are scared witless of the Gonchong.
  • Empowered Badass Normal: A Badass Normal he may be, but he still uses a magic Flaming Sword that boosts him with +2 skill and the Gonchong also powers him up.
  • Everyone Calls Him "Barkeep": He is king of the lizard-men and is called the Lizard King. Logic I say.
  • Evil Overlord: Pretty low-scale compared to the others fought in the franchise, given that he is still building his empire. But being a powerful tyrant leading armies of monsters, with dark powers and a unique weakness to boot; and threatening the nearby villages, he more than qualifies.
  • Evilutionary Biologist: The Lizard King attempts to create new monsters and life-forms to serve him, and submits his subjects to hideous mutations to empower them.
  • Final Boss: Having skill 12 stamina 15, not to mention being only vulnerable to a Fire Sword makes him a very powerful foe. Fortunately, there are ways to weaken him.
  • Flaming Sword: His weapon of choice is a fiery magical scimitar. Ironically, this is also the only weapon that can kill him. If you have another one, you can challenge him safely.
  • From Nobody to Nightmare: He was originally just one of the guards when the island was still a penal colony. When it was abandoned, he unified the other guards and turned the prisoners into slaves.
  • Genius Bruiser: The Lizard King is a powerful warrior, also smart enough to become a proficient self-taught Voodoo mage, and a competent army leader.
  • Hollywood Voodoo: Like Cinnabar in Literature/Bloodbones, he uses Voodoo magic of this variety.
  • Kill It with Fire: The Lizard King and the Gonchong must be killed with a Fire Sword.
  • Master Swordsman: The Lizard King is a very strong and skilled fighter.
  • Monster Lord: A king among lizard-men. Self-appointed for sure, but he sure deserves the title.
  • Nigh Invulnerable: He is immune to normal attacks.
  • No Name Given: The Lizard King is never named, just referred to by his title.
  • No-Sell: Attacking him with anything else than a Fire Sword is useless and leads to a painful demise.
  • Panthera Awesome: His aforementioned pet. Not a panther but a lion in fact, but black and without mane it gets quite close...
  • Post-Climax Confrontation: After killing the Lizard King, you must kill the Gonchong by severing its proboscis. If you fail or drop your guard, the Gonchong parasites you, brainwashes you and makes you the new Evil Overlord of Fire Island.
  • Puppeteer Parasite: Not the Lizard King himself, but the Gonchong he fused himself with. Contrary to most examples of the trope, their relationship is more of a symbiosis than outright domination from the Gonchong.
  • Right-Hand Attack Dog: You must kill the Black Lion before facing him: and it is a very powerful foe with skill 11 stamina 11.
  • Sinister Scimitar: His Flaming Sword is nondescript in the narration, but depicted as a scimitar in the illustrations.
  • Slavery Is a Special Kind of Evil: He holds every prisoner in Fire Island as slaves, condemning them to gruelling forced labour night and day to build his kingdom, and abducts people from the nearby villages to replace them and raise his numbers.
  • Weaksauce Weakness: The Lizard King is deathly afraid of monkeys of all things (presumably since monkeys eat lizards). Bringing one to the Final Battle makes it considerably easier. If you already have a Fire Sword, he is so terrified that only the Gonchong's influence makes him put up some token resistance. That way, he becomes an absolute walk in the garden with only skill 6 for you to Curb Stomp. If you don't, depending on a test of luck, he either drops his Fire Sword for you to use (losing -2 skill while you gain +2 in the process), or manages to frighten the monkey away by lashing out blindly, leaving you open for slaughter.
  • Why Did It Have to Be Snakes?: Why did it have to be monkeys in this case, but well, you know the drill.

    Lord Carnuss Charavask 
https://static.tvtropes.org/pmwiki/pub/images/carnuss.jpg
Appears in: Trial of Champions

The younger brother of Baron Sukumvit, the Feudal Overlord ruling the province of Chiang Mai from the city-state of Fang. While his brother inherited a prosperous estate and made it famous worldwide with the Trial of Champions: a labyrinth full of deadly monsters and traps; Carnuss had but a pretty worthless title. He was banished to the remote Blood Island after a poorly thought assassination plot. Now, he abducts people all over as slaves for his gladiator arena, intending to train a fighter skilled enough to win the Trial of Champions and pocket the 20000 gold pieces reward. But the very slave he sent to the labyrinth won't let him have his way...


  • Alliterative Name: Carnuss Charavask
  • Aristocrats Are Evil: A thoroughly loathsome, heartless Feudal Overlord.
  • Badass Normal: Carnuss has no powers and no magic weapon, and is still a talented fighter, not to be underestimated.
  • Bad Boss: Oooooooh boy! He treats his slaves like filth and regards them as tools. He does treats you to luxury after selecting you as his champion, but only because he needs you at the top of your game. Once you are, he throws you back into mortal peril without batting an eyelid...
  • Big Bad: The wretched slave-driver who put you through hell and back, you swore revenge against.
  • Blue Blood: He is of noble descent.
  • Cain and Abel: Carnuss loathes his brother and the feeling is entirely mutual. He tried to have Sukumvit killed, and strives to humiliate him no matter the cost.
  • Carry a Big Stick: He is depicted with a spiked mace, but he only uses it to sound the gong that starts the gladiator battles and fights with a sword instead.
  • Cool Helmet: He wears one hiding his face, complete with horns.
  • Cut Lex Luthor a Check: Given the success of the Trial of Champions and the public's fondness for bloody entertainment, he could have opened his gladiator arena to the public and invested to make it as popular as his brother's game, legally earning the wealth he envies his brother for. Given how much effort and resources he throws away for revenge in-story, it's not like he cannot afford it...
  • Driven by Envy: Other villains of the franchise are motivated by power and control, but this one only swears by a childish grudge. Envy, thy name is Carnuss...
  • Duel to the Death: How you face him in the end, requesting a duel to avenge your Fire-Forged Friends when Sukumvit offers to grant your wish as an additional prize.
  • Evil Is Petty: And how! He wastes all his resources for a chance to basically say "nyah nyah" to his brother's face.
  • The Faceless: His helmet conceals his face.
  • Feudal Overlord: He rules Blood Island, where he was banished, but his domain is small and scarcely populated, hence is resentment.
  • Final Boss: With skill 10 stamina 10, he is a powerful warrior. While you overcame worse threats in the labyrinth, he remains dangerous and takes advantage of your weakened state after the ordeals you went through.
  • Foolish Sibling, Responsible Sibling: Carnuss is a bratty, petty Smug Snake, in stark contrast to his pragmatic and reasonable brother.
  • Gladiator Games: Carnuss makes his slaves fight to the death, to weed out the weak until only the best warrior remains.
  • Gone Horribly Right: When you want the best warrior around to serve you, make sure that he doesn't hate your guts unless you feel Too Dumb to Live.
  • Green-Eyed Monster: He is consumed by jealousy of his brother, who enjoys lavish lordship of a prosperous city while he is left to rot on his island (by his own fault mind you), and strives to humiliates him. To such extent that he fails to (or straight up refuses to) grasp that Sukumvit made his city so famous and thriving through his own effort, and that he could do the same without much trouble. Not to mention that he could have earned a position of power if he hadn't been so busy wallowing in bitterness.
  • Hate Sink: The franchise has no shortage of utterly abhorrent piece of shit villains, but even the worst ones have at least a few traits of Evil Is Cool to make you Love to Hate them even a bit. This self-centred, petty, smarmy piece of filth has none. At. All. Livingstone went to great lengths to make you loathe him and succeeded. And man, does it feel good to give him his just desserts.
  • Hoist by His Own Petard: He wanted a warrior powerful enough to face all kinds of foes... Including himself.
  • Horns of Villainy: All over his helmet.
  • I Need You Stronger: He needs a powerful warrior, to win the Trial of Champions for him.
  • It's Personal: For abducting you, forcing you to fight your Fire-Forged Friends to the death in his arena, and sending you through hell and back, your fondest desire is having his head mounted on your wall.
  • Karmic Death: He ends up killed by the slave he abducted and tyrannized, avenging all the slaves who lost their lives for his petty schemes.
  • Made a Slave: The fate he inflicts to all his victims.
  • Master Swordsman: Carnuss uses a sword in the Final Battle, with enough skill to give you a solid run for your money. Literally at that, as he is the last obstacle between you and the 20000 gold coins reward.
  • Moral Event Horizon: As if capturing dozens of unsuspecting innocents to make them his slaves wasn't vile enough, he puts them through Training from Hell and forces them to kill each other just for his self-aggrandizing whims.
  • Obviously Evil: With him being The Faceless sporting Horns of Villainy and Shoulders of Doom, Carnuss might as well go around with a huge neon sign saying "I'm a rotten douchebag!"
  • Out-Gambitted: He expected his slave to win the Trial of Champions, and the prize money to rightfully become his since he owns the victor. But Sukumvit quickly notices that you hate him with every fibre of your being, and seizes the opportunity to get rid of him at long last. As such, he offers you the additional prize to grant your wish, and as he figured out, you ask for a Duel to the Death, leading to the Final Battle and Carnuss's well-deserved demise.
    • He was already played by Sukumvit in his backstory, hastily hiring mercenaries to kill him... Mercenaries that were in fact spies tasked by a wary Sukumvit to keep tabs on him, who wasted no time reporting it all. You would think that Carnuss learnt his lesson, but no.
  • Psychopathic Manchild: He's basically a bratty child in an adult body throwing a hissy fit like "My brother got the big toy, whaaaaaaaaaa! So I’m gonna break his toy and rub it to his face! Dash for the cost, consequences and anyone I drag into the crossfire !"
  • The Resenter: Three guesses on who?
  • Revenge Before Reason: His most defining characteristic. See Cut Lex Luthor a Check above and Stupid Evil below to see exactly how unreasonable he gets.
  • Shoulders of Doom: He sports quite impressive ones.
  • Sibling Yin-Yang: While ruthless and willing to have the first winner of his Trial of Champions assassinated, Sukumvit is a True Neutral Reasonable Authority Figure, who made Chiang Mai thrive and cares about his subjects. Carnuss on the other hand redefines Stupid Evil, Evil Is Petty and Revenge Before Reason.
    • Heck, Sukumvit was mature enough to swallow his pride and take the first win as a challenge to make his labyrinth even more Unwinnable by Design, and takes profit of the situation to cut his losses when you win this one in turn. As for Carnuss, this entire list explains how he cannot let go of a grudge and is far too petty and overconfident for his own good, which naturally and satisfyingly comes to bite him in the rear.
  • Slavery Is a Special Kind of Evil: He has abducted many people and forced them to undergo a gruesome training before fighting to the death. They all hate his guts and want nothing more than revenge.
  • Smug Snake: He acts high and mighty and has his servants talk about him like he is a big shot, but he is far too petty and repulsive to be impressive, and as seen in Out-Gambitted, he is much less smart that he fancies himself to be.
  • Stupid Evil: Sure Carnuss, abduct people, treat them like dirt, and casually cause their death for petty revenge. You will get a highly trained Action Survivor, strong enough to win the Trial of Champions against all odds, who hates your guts and wants you dead. What Could Possibly Go Wrong?
  • Training from Hell: What his gladiators are submitted to.
  • Villain Ball: Carnuss could have recruited his gladiators and trained them without the slavery, torture or fights to the death; promising them part of the reward, or a position of power if he did not want to part with the prize money.
  • Villainous Valour: Downplayed, for he tries at first to turn tail like the coward he is. Still, for utterly despicable he is, when he realizes that he has driven himself in a corner and has no other choice left, he accepts it with quite some poise. It might be because he is still confident that he can win, but he at least has some guts.

    Lord Varek Azzur 
https://static.tvtropes.org/pmwiki/pub/images/seigneur_azzur.jpg
Appears in: City of Thieves (cameo) | Crypt of the Sorcerer (mentioned only) | Blacksand! | Titan - The Fighting Fantasy World | Advanced Fighting Fantasy: Blacksand (mentioned only) | The Port of Peril | The Gates of Death

A major figure of the Fighting Fantasy universe, featured in many gamebooks without making more than cameos and passing mentions. Varek Azzur comes from a noble family of Arion in the continent of Khul, until the age of sixteen when he sneaked into the temple of the Adepts of Kukulak, twisted worshippers of the God of Storms. He survived the religious initiation, which left him disfigured, and fled. Kidnapped by pirates, he rose in their ranks until he became the Pirate King of the Western Ocean, nothing less. Until the day he stormed Port Blacksand, and conquered it by butchering the entire ruling council. He now rules the Wretched Hive with an iron fist.

While he is never met, and even never seen, his presence is felt all over in every gamebook set in Port Blacksand. Even those in which you spend little time in town or only come close might drop his name. He takes an active role for the first time in The Port of Peril, plotting with the Spirit Stalkers to resurrect the Night Prince Zanbar Bone and capturing the legendary wizard Arakor Nicodemus, while remaining behind the scenes as always. In The Gates of Death, he helps you in your quest to save Titan, but makes it clear that he does so for selfish reasons. Will there be a day when his tyranny shall end?...


  • 0% Approval Rating: Played with. Everyone in Allansia hates and fears him, aside from the scoundrels, cuttrhoats and vermin who look up to him and admire him in earnest.
  • All There in the Manual: His origins, rise to power, appearance and even his first name, were only revealed in official guides like Titan - The Fighting Fantasy World.
  • Aristocrats Are Evil: Azzur is of noble descent and rose to become one of the most reviled figures of Titan's history.
  • Asskicking Equals Authority: He rose in ranks from the very bottom to the top, by being the strongest, smartest and baddest pirate around, then became governor of Port Blacksand by killing the previous. It is quite telling that in a city where each ruler took the throne by killing their predecessor, he remained in power for so many years without opposition. Even now, the pirates still answer to him.
  • Badass Normal: He is the only villain of the franchise to be The Dreaded without magic powers or supernatural influence, merely exceptional fighting and rulership skills, strategy and pure charisma.
  • Bad Boss: Downplayed. He is a ruthless tyrant, unforgiving to his underlings and rarely speaking to them aside from screaming in anger. But on the other hand, he is a very charismatic leader who inspires the absolute loyalty of his men, and is greatly respected by the scum of Port Blacksand. He can be genuinely generous and provides some favours to the population he oppresses to keep it under his thumb.
  • Big Bad Duumvirate: In City of Thieves, Zanbar Bone is The Heavy and the biggest threat you must defeat, but Lord Azzur is the ruler of the titular city and the direct cause behind most of the troubles you face.
    • Averted in the end, as The Port of Peril reveals that Lord Azzur has always been Zanbar Bone's most devoted servant.
  • Blue Blood: Though he usurped the title he is known under, he does come from a noble family, albeit a fairly minor one.
  • Body Horror: Azzur's religious scars horribly mark his entire body.
  • Bread and Circuses: Azzur maintains support of the citizens by indulging in their petty appetites.
  • Co-Dragons: Lord Azzur's closest and highest-ranked servants are three ominous beings, wearing black, fur-trimmed robes that blend in the shadows, and a face-hiding cowl.
  • Cold-Blooded Torture: Many a dissident finds himself subject to this in his dungeons. Scholars or mages in town who so much as look like they might use their trade against him find themselves in for a world of pain, having blinded one in Crypt of the Sorcerer and cut the eyes, ears and tongue of another in The Gates of Death.
  • Continuity Nod: In City of Thieves you get almost run over by his coach in the streets. In the sequel The Port of Peril, you catch a glimpse of him from afar, as he leaves the palace, once again being driven around in his coach.
  • Cool Sword: In The Gates of Death, he gives you a magic Khopesh (a sickle-shaped sword from ancient Egypt) that his men found. It is a powerful Infinity +1 Sword, and one of the two magic Khopeshes forged by Ulrakaah, the only weapons that can harm her.
  • Demoted to Dragon: After so many years of being an independent villain of whom even the Big Bads of the franchise were wary, he is revealed to be The Dragon to Zanbar Bone. Don't think for a minute that it means Badass Decay, for you will see first-hand how dangerous he is when he takes matter in hand, while still never appearing in person.
  • The Dragon: Most Big Bads would relish to have him serving as this to them. In Crypt of the Sorcerer, you even infiltrate Razaak's lair by saying that you are sent by him to pledge his loyalty. The Port of Peril reveals that he was always this to Zanbar Bone, being described as his most faithful follower.
  • The Dreaded: Pretty much everyone is scared shitless of Azzur. It's telling that not even the Terrible Trio of Balthus Dire, Zarradan Marr and Oldoran Zagor ever moved against him.
  • Enemy Mine: In The Gates of Death, Azzur provides you intel and even a priceless Infinity +1 Sword, because he wants The Virus gone as much as you do. But he still takes much of your McGuffins and leaves your Parental Substitute to die without batting an eyelid. He makes it clear that while he needs you because Only the Worthy May Pass and worthy he and his agents are not, he sees you as a mean to his end and nothing more.
  • Equal-Opportunity Evil: Azzur is loved by the scum of Blacksand because he extends his oppression to everyone social standing be damned. In fact, he celebrates the New Year by sentencing a noble family to the death, and distributing their wealth to the poor. Also, he recruits everyone in his City Guard, from humans, to ogres, to Chaos Knights and Trolls as Elite Mooks.
  • Evil Versus Oblivion: He helps you in The Gates of Death, because the Demon Plague caused by Ulrakaah threatens his rule and his very life. But he also covets her power and her treasure.
  • Evil Weapon: The Khopesh he gives you in The Gates of Death is a cursed weapon forged by the Big Bad. He seeks to use it to absorb her power after you slay her. You cannot fully succeed without destroying it after winning the Final Battle.
  • Evil Wears Black: He is always covered in head to toes in black garments, masking every inch of his skin to hide his scars.
    • Though his clothes are described as navy blue with gold trimmings when you see him from afar in his coach in The Port of Peril.
  • The Faceless: Azzur always keeps his face covered, as such even the scarce few who saw him don't know what he looks like. Only two people are known to have seen him unmasked, his personal high priest, and an extremely foolhardy thief who thought it was a good idea to break into Azzur's palace... His dismembered remains were eventually found scattered all across the city.
  • Feudal Overlord: Given that almost all of Allansia is divided into city-states surrounded in hostile wilderness, Lord Azzur has complete control over Port Blacksand. Due to his tyranny and influence over scoundrels, he borders on Evil Overlord. He has spies and secret agents doing his dirty work all over and uses giant Warhawks as carriers and messengers.
  • Four-Star Badass: With pretty much every pirate of the Western Ocean at his beck and call, he commands a fearsome military force. He used it to take over Port Blacksand, but did not used it for warring purposes ever since.
  • From Nobody to Nightmare: He was just a wayward noble child, but then grew up into the Supreme King of the pirates of the Western Ocean, the dictator of Port Blacksand, and a major face of the Fighting Fantasy universe.
  • The Fundamentalist: He was already devoted to the Adepts of Kukulak's unwholesome cult before joining them, and he grew to a fanatical worshipper.
  • The Ghost: You will hear of him many times, but the closest you come to meeting him is when his coach almost runs you over in City of Thieves, when you catch a glimpse of him from afar, again in his coach, in The Port of Peril, and when you are in audience with his Co-Dragons with him watching it hidden in The Gates of Death.
  • Gladiator Games: Azzur is fond of these, and only appears in public at the local gladiatorial arena.
  • Good Scars, Evil Scars: His body is covered by the definitely evil scars resulting from the initiation ritual of the Adepts of Kukulak: The initiate is branded with fire and if the scars do not turn into the sacred runes of the sect they are executed. Unfortunately for everyone in Titan, Azzur survived.
  • The Heavy: He is largely to blame for Port Blacksand being such an awful Wretched Hive.
  • He Who Must Not Be Seen: He almost never seen in public. Even those granted audience with him are led to a carved wooden screen, behind which Lord Azzur stands, listening to complains and whispering his replies to his Mouth of Sauron, who carries his words to the visitor.
  • I Have Your Wife: in The Port of Peril, he keeps Luannah Wolff hostage in his prison, to force her husband to carve the Artifact of Doom that can resurrect Zanbar Bone.
  • I Own This Town: Azzur's mentality. He does have to compose with the highly influential Thieves' Guild, and the wealthiest citizens, but he makes it clear that he could crush them anytime. His tradition to execute nobles and distribute their wealth is both a way to restrict their influence and a warning not to cross him.
  • Informed Ability: Azzur is hyped as an extremely dangerous foe to cross, but since he does not actually appear in any book as a proper antagonist, we're never shown this. Though his backstory and his actions in The Port of Peril and The Gates of Death do back up his reputation.
  • Karma Houdini: Since he is never confronted, his dictatorial rule remains unchallenged.
  • Neutral No Longer: He usually only bothers with tyrannizing his city and pays no mind to the various world-threatening crises happening all over. But...
    • Then comes The Port of Peril and he actively plots to resurrect Zanbar Bone, keeping hostages captives to coerce people and sending agents to capture Nicodemus, the biggest threat to his lord, and steal his Ring of Power. Nicodemus being too powerful to be faced upfront, he has him drugged.
    • He takes part in the conflict in The Gates of Death as well, sending his men to the Invisible City and playing Quest Giver to you.
  • Pet the Dog: Azzur can sometimes express genuine niceness to people who suffered too much for his liking, such as when he rescued an innocent woman turned into a Snake People by worshippers of Sith, and gave her a life of luxury in Port Blacksand as the Serpent Queen.
  • Pirate: How Azzur began his career and rise into infamy. He still controls piracy of the Western Ocean and enjoys sailing his admiral ship, the "Face of Chaos", to commit some raids from time to time.
  • Police Brutality: His City Guard is comprised only of corrupt bullies, less likely to arrest the thief than the victim (for "troubling the public order"), who extort bribes left and right, or throw anyone who appears well-off in jail to "confiscate the stolen goods", among other outstanding displays of duty...
  • Police State: His rule is enforced by his ruthlessly efficient (though horribly corrupt) City Guard. They patrol everywhere, enforce curfew, arrest anyone caught without a pass, have people thrown in pillories or outdoor cages, if not executed without trial. He at least once used Chaos Warriors for his black operations, so to speak... In broad daylight. Without anyone daring to move.
  • Praetorian Guard: The elite guards in his palace are much tougher than those in town, and blindly devoted Tyke Bombs who would give their life for him without thinking twice.
  • Pragmatic Villainy: Azzur knows that fear alone is not enough to rule, hence his oppression and favours being equally divided to all social classes, and his adding some acts of kindness among many ruthless actions.
  • Present Absence: He seldom leaves his palace and is almost never seen in person by his people, yet his grasp over the town is almost tangible.
  • Quest Giver: In a strange twist, he is this in The Gates of Death. You already know that you must reach the fabled Invisible City to mass produce the antidote to The Virus, but it is Azzur who tells you about the Big Bad and how to go there, also giving you the Sword of Plot Advancement.
  • Rape, Pillage, and Burn: That's how his pirates work. No romantic Pirates of the Caribbean-like lifestyle there.
  • Religion of Evil: He is part of a downplayed example. While Sukh, the God of Storms revered under the name Kukulak in Khul, is prideful and Hot-Blooded, he is quite benevolent. The Adepts of Kukulak however, are definitely twisted and fanatical, though not actively malevolent and dangerous.
  • Shadow Dictator: You will never see him, but you will always feel his shadow looming over you.
  • Staff of Authority: Azzur holds one on the picture, that evokes a spear with its pointed tip.
  • The Stoic: Azzur is described as somenone of unshakable calm and assurance.
  • Tyke Bomb: Lord Azzur has infants abducted from their families at a very young age, and has them raised to be blindly devoted to him. They serve as a Praetorian Guard who never leave the palace, protect him twenty-four/seven, and would gladly march to their death if he ordered them to.
  • Tyrant Takes the Helm: All rulers of Port Blacksand succeeded each other by killing their predecessors and taking their thrones, bringing more corruption with each coup d’état. Lord Azzur was the last and definitely the worst.
  • The Unfought: Never actually serves as an official antagonist in any of the books. The game guide for the RPG rules even recommends against using Azzur as an antagonist, as fighting him, not to mention reaching him in the first place, is basically the equivalent of Tomb of Horrors.
  • The Usurper: He took power by killing the former governor. As explained in Tyrant Takes the Helm, this could almost be seen as tradition.

    Relem 
See his entry on the The Pit page under Night Demons and other Demon Princes
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    Sith 
See her entry on the The Pit page under The Snake Demons, Ruler of the Pit

    The Snow Witch 
https://static.tvtropes.org/pmwiki/pub/images/snow_witch.jpg

One of the very few female Big Bads of the franchise, the Snow Witch is a considerably powerful vampire Sorcerous Overlord in cahoots with Ice Demons, based in the Icefinger Mountains in the polar northern reaches of Allansia. She reigns in the Crystal Caves digged by her monster servants, worshippers of the Ice Demon, she is tended by slaves captured all around and compelled to obey her every whim by Slave Collars. She is about to unleash a second, everlasting Ice Age over the world of Titan, to rule it forever. And it is up to you to stop her...


Shareella, to call her by her name, is notable for being defeated twice at the middle of the story, with the rest being spent lifting the Death Spell she cast on you. This is due to Executive Meddling intending to drastically shorten the gamebook, until Ian Livingstone managed to keep it to the usual 400 entries and had to complete it with Filler.

  • Absurdly High-Stakes Game: See The Gambler below... During the Final Battle against her, the Snow Witch challenges you to a game of Discs (basically Rock-Paper-Scissors), in which you both bet your life. If you lack discs to play with you die. If she wins you die. but if you hold the disc that can beat her bet, twice, you win. It's much trickier than it sounds.
  • All There in the Manual: Like many other villains of the franchise, you learn nothing about her in the story proper, not even her name, and everything is described in the additional guides like Titan - The Fighting Fantasy World and Out of the Pit. Made especially sad in that it reveals she is a Fallen Hero who got corrupted.
  • Antagonist Abilities: A vampire with potent Hypnotic Eyes and a super powerful witch with One-Hit Kill spells, who can't be defeated in a direct battle.
  • Antagonist Title: The gamebook is centred around her after all.
  • Apocalypse How: A second Ice Age would spell the doom of Titan's civilisations.
  • Big Bad: The evil vampire witch who threatens the entire world with a second Ice Age.
  • Black Mage: She masters deadly spells.
  • Bond Villain Stupidity: The Snow Witch provides a glaring example. Justified in the fact that the Final Battle would otherwise be a Hopeless Boss Fight, but still... Sure Shareella, you have The Hero at your mercy, you can kill them at any second, and they proved that they are a threat by destroying your physical body. Why Don't You Just Shoot Him? What? They challenge you and you accept? A game of discs? You bet your own life as well? What Could Possibly Go Wrong? Lots of things in fact. But for you as well...
  • Classical Movie Vampire: The Snow Witch is first and foremost a powerful witch and Winter Royal Lady, but when it comes to Vampire Tropes, she fills the bill. Sleeps in a vault? Check! Rises from it to suck your blood? Check. Hypnotic Eyes? Check. Nigh Invulnerable? Check. must be staked to be destroyed? Check and checkmate.
  • Climax Boss: You don't face her at the end of the story, but confronting her is a turning point in the narration both times.
  • Cool Crown: She wears a fancy, skull-shaped diadem on the in-book illustrations.
  • Cool Pet: The Snow Witch's white rat. What makes it especially impressive is that she granted it the power to turn into a friggin' White Dragon!!
  • Corrupt the Cutie: Not what she can do to you or her slaves, but what happened to her in her backstory.
  • Curse: The Death Spell she casts on you before you destroy her for good. It gradually drains your life-force and you must search for the most powerful Healer Mage of Allansia to survive. You only make it if you could drink a life potion.
  • Dark Action Girl: Played with. She is more than able to destroy you with magic, and will do if she beats you, but she never does so in a direct fight, probably because she is too powerful for you to face upfront but still needs to be defeated.
  • The Dark Arts: Her main field of expertise, being expert in casting deadly spells, crafting cursed artefacts and raising undead, among others.
  • Dystopia Justifies the Means: The Snow Witch does not merely wants to Take Over the World, she wants to rule a scarcely populated (if at all) frozen wasteland filled with cold monsters and undeads.
  • Evil Is Sexy: She is described as very beautiful, and the most recent cover art does not disappoint.
  • Evil Laugh: The Snow Witch indulges into this when she has you on the ropes.
  • Evil Sorcerer: A rare female example, and a quite impressive one. Easily one of the mightiest of the franchise.
  • Explosive Leash: She can use her Slave Collars to kill her slaves outright, or cause them intense pain, or knock them out to create zombie clones of them. It is even all but stated that she uses them to monitor her slaves.
  • Fallen Hero: She was once a very promising mage apprentice from the Holy City of Zengis, who was sent to the Icefinger Mountains as part of her training. There, she stumbled upon an Ice Demon who corrupted her and taught her Dark Magic, turning her to the Big Bad she is now.
    • You will encounter and destroy the Ice Demon who corrupted her, but he only provides a Boss Fight, and while far from the hardest of the game, with mere Elite Mooks being mightier, he remains a dangerous foe with skill 9 stamina 11, whose Breath Weapon inflicts additional damage. Her backstory would imply that they form a Big Bad Duumvirate of sort, but this is not explained further. He is content being worshipped by the Snow Witch's Mooks, leaving the Snow Witch as the sole Big Bad and far and away the primary threat of the book.
  • From Nobody to Nightmare: Once an innocent mage in training, now a very powerful vampire witch and Big Bad.
  • Fur and Loathing: She is a villain and wears a lavish white fur coat. Justified in that she lives in mountaintops in the polar reaches.
  • The Gambler: She loves playing luck-based games with her victims. This proves her undoing in the end.
  • Hot Witch: Despite being a creepy vampire, the Snow Witch remains a gorgeous woman... When she is not baring her fangs that is.
  • Hypnotic Eyes: Like any self-respecting vampire. You can resist it with garlic or by winning a test of skill, otherwise she compels you and bites you, turning you into her vampire slave.
  • An Ice Person: She controls ice and snow, rules over a polar mountain, and commands all sort of ice-related beasts, up to a rat that she turns into a White Dragon.
  • Lady of Black Magic: She is regal, imposing, and clearly the most powerful witch fought in the franchise.
  • Magic Wand: She has one on the picture, though not in the story.
  • Mirror Self: Before the Final Battle against her, she creates two zombie clones of your travelling companions for you to fight, as a way to torment you. It is implied that she was originally meant to kill them outright and reanimate their corpses.
  • Nigh Invulnerable: You cannot destroy this wench by normal means, no matter how you confront her.
  • No-Sell: Attack her with your sword, and she drains your blood in the first confrontation, and blasts you to death in the second. Using a sling during the second confrontation might knock the orb and deviate her energy blast, but still does not harm her.
  • Nobody Calls Me "Chicken"!: She has you on the ropes during the second confrontation, but you insult and challenge her, and she never backs down from a challenge. Though she does so out of sadistic amusement rather than a Berserk Button. This leaves you with a chance to defeat her, while she could easily obliterate you with magic. Justified plot-wise, since you need to stand a chance against her to win the game, and story-wise by her fondness for torture and mind-games, and her arrogance.
  • Only Known by Their Nickname: No one knows her real name in-universe, and she is only referred to by her title in the entire gamebook.
  • Our Spirits Are Different: when you face her for the second time, only her spirit remains within her Soul Jar. Not that she minds.
  • Our Vampires Are Different: She is revealed to be a vampire when you finally meet her. She has shades of the Classical Movie Vampire but the Sorcerous Overlord and Winter Royal Lady aspects of her character are more prominent.
  • Post-Climax Confrontation: In a strange twist of the trope, everything you face after killing her (meaning a good third of the book) can be seen as this, being due to her lovely parting gift.
  • Puzzle Boss: The second confrontation against the Snow Witch is basically a fantastic equivalent of the Rock-Paper-Scissors game called Discs. Star beats Square, Square beats Circle, and Circle beats Star. You must hide the figure that beats the one she names. If you do she is destroyed. If you hide the figure she names, the game is void but you can only survive the second round by beating her. She names Circle so hide Square. In the second turn she names Star so hide Circle.
  • Praetorian Guard: She animated a bunch of Golem-like Crystal Warriors to serve as this. They are very powerful, with skill 11 stamina 13 and too sturdy for swords. If you lack a mace you're a goner.
  • Raven Hair, Ivory Skin: The Snow Witch sports the look. Justified knowing that she is a vampire.
  • Recurring Boss: You fight her twice during the game. Each confrontation being trickier than the previous one.
    • In the first, you confront her in her vault, must resist her hypnosis and stake her.
    • In the second, you challenge her and she forces you to play a game of Discs, Rock-Paper-Scissors in another name.
  • The Red Baron: The Snow Witch. You know her more under her title than her real name.
  • Red Eyes, Take Warning: As a vampire...
  • Right-Hand Attack Dog: She has a pet white rat who attacks intruders. Nothing scary until it transforms into nothing less than a White Dragon! With skill 12 stamina 14, and breathing clouds of frost costing -3 stamina, it is easily the deadliest monster fought in the game. Fortunately, you can break the transformation spell with ground minotaur horn and avoid the fight. You are also protected from his Breath Weapon with a gold ring.
  • Sadist: The Snow Witch gets her kick by tormenting her foes, and putting them through the wringer emotionally.
  • Sequential Boss: In the second confrontation, you must use a sling to knock out her orb and test your luck to avoid her energy blast, before facing her. (If you are unlucky, you can still survive the blast with a high enough stamina score, but must retry.) Then she creates two zombie clones of your friends for you to fight, before challenging you to a game of Discs.
  • Shock and Awe: During the Final Battle against her, she hurls very powerful lightning bolts that either fry your sword out of your hand or One-Hit Kill you.
  • Shout-Out: She somehow evokes the White Witch from Chronicles of Narnia, without being a full-blown Expy.
  • Slave Collar: She puts one on every unlucky schmuck who get captured by her forces. They are still fully conscious and loathe their condition, but cannot do anything.
  • Sorcerous Overlord: She is a highly powerful and accomplished witch, who rules over the Icefinger Mountain and controls an army of monsters.
  • Soul Jar: So? You thought you have won after staking her? Well think again! She keeps her spirit bound to the Earthly Planes in a bewitched orb, and her power remains intact.
  • Taxidermy Terror: She uses a stuffed dead white owl as a headwear, though this is absent from the latest cover art.
  • Trial-and-Error Gameplay: During the final confrontation against Shareella, you must try discs pretty much at random, without knowing which can counter her own. One mistake and ciao bambino! It's square, and Star for the second turn.
  • Undeath Always Ends: You are here to end hers.
  • Undeathly Pallor: Being a vampire, this is a given.
  • The Unfought: Downplayed, you confront her and destroy her more than once, but never in an all-out battle. The first time you resist her hypnosis and stake her, the second time, you beat her at her own game (literally) and destroy her Soul Jar.
  • Vampires Hate Garlic: As per tradition.
  • Vampires Sleep in Coffins: Well not a coffin, a friggin ornate vault carved in stone, the step above.
  • Wave Motion Gun: Her deadliest spell is a powerful energy blast. You can survive the weakest ones if your stamina score is high enough, but at full power they kill you outright.
  • Why Don't You Just Shoot Him?: Justified game-wise. If she just did, you would stand no chance against her and the story needed a way for you to kill her if you want to finish the game.
  • Wicked Cultured: The Snow Witch enjoys listening to her minstrel's music.
  • Winter Royal Lady: She rules over polar mountains and ice caves, wears fur and has a definite winter theme.
  • Wooden Stake: You need one to destroy her when you confront her at her coffin. You need to be skill 10+ to be able to stake her, otherwise she pries the stake off your hand and turns you into her vampire slave.
  • You Have Outlived Your Usefulness: She kills her servants whenever she feels like it, and mostly does it to display her power.

    Zanbar Bone 
https://static.tvtropes.org/pmwiki/pub/images/zanbar_bone_glowing_eyes.jpg
Click here to see him in The Port of Peril 
Appears in: City of Thieves | The Port of Peril

An enormously powerful lich sorcerer who rules from his Black Tower and casts his ghastly shadow over the prosperous trade city of Silverton. He demanded the daughter of mayor Owen Carralif to be sent to him, and upon refusal he set his Moondogs to the city, murdering anyone they could find every night ever since. Carralif sends an adventurer to his former adventuring friend, the legendary wizard Arakor Nicodemus, in hopes that he can help bring down the undead tyrant...

Zanbar Bone was destroyed and his domain was left in shambles, but his most faithful follower and his undead Spirit Stalkers started plotting to resurrect him, and he sets out to restart his reign of terror from an even bigger domain, threatening Allansia as a whole. It is up to you to ally to the mightiest mages of the land to take him down once again...


  • All There in the Manual: His background is explained in Titan - The Fighting Fantasy World and Out of the Pit, and summed up in The Port of Peril. He was born in Fang from two rich merchants and secret worshippers of the Snake Demon Myurr, who imbued him at birth with huge evil powers. His parents sent him away to the Wizarding School of the Forest of Yore, where he became one of the best students, along with the Star Pupils Arakor Nicodemus, Gereth Yaztromo and Pen Ty Kora. He started displaying more sinister tendencies over time, until Nicodemus witnessed him kill a female elf student named Ellanor, and nearly got killed in the ensuing Wizard Duel. Fortunately, Bone was grievously wounded and driven away by Grandmaster Vermithrax Moonchaser. He fled and murdered his parents to take their wealth and their cult. He later became a Lich and a feared Evil Overlord and the rest was history.
  • All Your Base Are Belong to Us: He plans to make Yaztromo's white Mage Tower into his new Evil Tower of Ominousness in the second book. This serves as a central plot point, for the Spirit Stalkers are channelling his arcane magic to gradually turn it black, and he will resurrect when it is done, after they place an Artifact of Doom at the top.
  • Animal Motifs: A black cat, fitting his cat-like eyes. You see one at the start of the story and before confronting him in the first book, which is hinted to be Zanbar Bone himself shape-shifted.
  • Antagonist Abilities: Zanbar Bone can paralyse you before one-shotting you with a single touch, among other niceties, and is too powerful to be fought straight-on.
  • The Antichrist: Being a mortal anointed at birth with evil powers by a Demon Prince to wreak havoc.
  • Anticlimax Boss: He is touted as a formidable foe, and he is indeed considerably powerful, evil and threatening... except that the Final Battle is somehow lacklustre. Defeating him always involves winning tests and using the right items, which is nearly impossible to lose when you know what to do:
    • In City of Thieves all you need is to successfully pierce his heart with a silver arrow to paralyze him and break his power, then rub his eyes with the right magic compound. Beware still, for if you lose just one try you are done for.
    • He is not much harder in The Port of Peril. Nicodemus needs the McGuffin to cast the spell that breaks his power. Then all you need is to successfully shoot a flintlock gun or a throwing dagger to shatter his skull. Beware still, for if you lack the latter two you are an epitaph. The narration is intense, but the climax is not that challenging...
  • Archenemy: He was this to his old school rival Nicodemus from the moment they met. Both were sons of rich merchants from Fang, and Arakor had heard gloomy rumours about Bone's parents' cult. Later, Nicodemus exposed him as a murderer and they fought a deadly Wizard Duel. They are hinted to have fought for decades until Nicodemus was too old and weary and you came knocking in City of Thieves. They settle their score in an epic fashion in The Port of Peril.
  • The Archmage: He is never described as such, but he is definitely a step above the other Evil Sorcerers of the series. When still a young human, he already stood a chance against an actual Archmage in a Wizard Duel, and that was before the decades of experience and knowledge he has under his belt when you confront him.
    • The monster guide Beyond the Pit did set his stats at skill 14 stamina 20, making him one of the mightiest villains of the franchise. The IOS adaptation Fighting Fantasy Legends on the other hand, sets the still formidable but more normal Final Boss tier, skill 12 stamina 17... Jury's still out about which one counts, if at all, but what is sure is that his power is considerable.
  • Back from the Dead: In The Port of Peril, much to everyone in Allansia's dismay.
  • Badass Cape: As befits the powerful Evil Overlord he is.
  • Badass Long Robe: Described as a black tunic in the narration, but depicted as a billowing whitish robe on the illustrations.
  • Bee Bee Gun: In the second book, he summons millions of flying, venomous insects to devour you alive. A Dragonfly Pendant will protect you. Without it, you lose -4 stamina and -1 skill, but Yaztromo destroys them before they can devour you whole.
  • Big Bad: In both books, being the demonic lich spreading evil all over the land.
  • Big Bad Duumvirate: In the first book. Zanbar Bone is The Heavy and the biggest threat you must defeat, but Lord Azzur is the ruler of the titular city and the most direct cause behind most of the troubles you face.
    • Averted in the end, as The Port of Peril reveals that Lord Azzur has always been Zanbar Bone's most devoted servant.
  • Brought Down to Normal: You need a way to do this to him to stand a chance in the second book.
  • Boom, Headshot!: How he meets his end in the second book. Literally.
  • Came Back Strong: Zanbar Bone is even more powerful after his resurrection now being one of the Demon Princes themselves! Even worse, it is stated that what killed him once can no longer kill him after he returns.
  • Continuity Nod: In Crypt of the Sorcerer, the Big Bad Razaak (himself also a lich) uses powers similar to his own, namely the life-draining Touch of Death that turns you into an undead, and the disguise needing a magic ring to overcome. In the second book, Zanbar Bone uses in turn one of Razaak's powers, summoning a plague of insects.
  • Cool Crown: He is described wearing one in City of Thieves and wears a diadem ornate with a demonic head in one illustration, fitting his title as the Night Prince.
  • Creepy Souvenir: A disgusting Shrunken Head he wears as a pendant.
  • The Dark Arts: He is an expert in Dark Magic and Demonology, being able to summon very powerful demons and eldritch forces.
  • The Dead Have Eyes: His Glowing Eyes of Doom. They are hinted to be the source of his power.
  • Dem Bones: Zanbar Bone appears as a skeleton wizard.
    • He'll also summon skeleton henchmen before the Final Battle in both books.
  • Demon Lords and Archdevils: He has become no less than one of the Demon Princes after resurrecting in The Port of Peril. Though whether he reached the rank of the superior Snake Demons or the subservient Night Demons, or something in-between, is never explained.
  • Demon of Human Origin: Zanbar Bone used to be a human wizard, albeit a human imbued with demonic powers that can count as a half-demon, downplaying the trope. But after turning into an undead, he became not only a lich but also a full-fledged Skeleton Demon.
  • De-Power: In both books, you cannot fight him head-on and must find a way to break his evil power and make him vulnerable, before finishing him off.
    • In the first book, you must shoot a silver arrow through his heart to paralyze him.
    • In the second book, Nicodemus casts the extremely powerful Ring of White Flame spell that traps him and breaks his powers for a while, going as far as making him vulnerable to mundane weapons. And a skeleton without uber dark powers proves very brittle.
  • The Dreaded: He is feared all over Allansia, and seemingly all over Titan. And given what he can dish out, it's perfectly understandable.
  • Emperor Scientist: The Fantasy counterpart. His backstory explains that he always had an unhealthy obsession with elven magic, especially magic of the dark elves, dedicating his life and undeath to learn all its secrets. He built much of his power base on what he learnt, and it is implied that this is why he murders and abducts young girls: to use them as sacrifices in experiments. At least this is a bit less Squicky than the alternative, but still not a peach...
  • Evil Sorcerer: And undead, to make it worse.
  • Evil Tower of Ominousness: Zanbar Bone "lives" (so to speak) in one in the first book. You burn it to the ground at the end after destroying him.
    • He aims to turn Yaztromo's tower into this in the second book.
  • Fate Worse than Death: Poor Mirelle Carralif, having to spend the rest of her life under the power of an undead abomination. We never learn what he has in mind for her, but it's certainly not pretty. With him being a skeleton, we might exclude the Brain Bleach (hopefully).
  • Final Boss: In both books, true to form. See Anticlimax Boss above and Sequential Boss below for further details.
  • Frontline General: In the second book, he lays siege to Yaztromo's tower with his armies. He sits on a palanquin throne and lets his troops do all the fighting. Still, with the perfect formation he organizes them in, the way he stops them all at once by simply raising his hand, and how he makes them loudly rattle their weapons against their shields for intimidation, it is clear that he knows his way around warfare.
  • Glowing Eyes of Doom: His horrible, shining green eyes. His backstory explains that he had them since the moment he was born, reflecting the huge demonic powers bestowed by Myurr.
  • Go for the Eye: How you destroy him in the first book. In a rather odd play on the trope, you must rub a magic compound on them instead of striking them.
  • Good Wings, Evil Wings: He now has wings in the second book. No point for guessing which sort...
  • Hair-Trigger Temper: He is prompt to fly in vicious rages when you thwart him in the second book, and it is quite creepy. He was more composed in the first.
  • Hate at First Sight: Bone loathed the three Star Pupils since the very moment he met them. And the feeling was totally mutual.
  • Hellfire: Zanbar Bone is described able to attack foes with Demon Fire in the second book.
  • Hellish Pupils: Just to make him look even more demonic. It makes his eyes rather cat-like, fitting his Animal Motifs.
  • Hidden in Plain Sight: He's hidden under magical illusions in one of the rooms of his tower in the first book. Finding out where he is and how to uncover him is part of the challenge.
  • Horns of Villainy: Fitting his demonic nature.
  • Horned Humanoid: Complementing the above, his skull is covered in horns, which grow longer after he resurrects.
  • Hypnotic Eyes: One of his most prominent powers. He can paralyse anyone he looks at in the eye.
  • I Shall Taunt You: He taunts you as you come near him in the first book. This is in fact a hint that you are getting close.
  • Keystone Army: His skeleton soldiers crumble into dust when you kick his ass. Justified, in that they were animated by his necromantic magic.
  • Laughing Mad: Bone does this unnervingly often in the second book. Coming Back from the Dead seems to have unhinged him quite a bit.
  • Life Drinker: Zanbar Bone's Signature Move and deadliest power is his ability to drain life-force with a touch. If he catches you you are toast.
  • Man of Wealth and Taste: He resides in a gloomy yet lavish and well-kept tower, filled with many wondrous works of art, like a normal mortal lord would.
  • Master of Illusion: He can cloak himself in illusions undistinguishable from reality. Without the Ring of the Golden Eye, he catches you off-guard and kills you without fight.
  • Meaningful Name: His last name is "Bone" and he is a skeleton.
  • Mook Maker: He creates the aforementioned Spirit Stalkers and the Moondogs. He can also create skeletons by throwing his teeth to the ground, and raises an army of skeleton warriors in the second book.
  • Mysterious Past: Zanbar Bone's backstory states that only a few scholars know about it, with anyone else only caring to know that he exists since as long as can be remembered. This clearly indicates how long he has ruled and how much he is feared.
  • The Necromancer: He is an expert in necromancy, being able to create powerful sentient undeads, raise an army of elite skeleton warriors, and drain life at contact.
  • Nigh Invulnerable: No normal weapons and spells can harm him.
  • Night of the Living Mooks: He raises an army of a thousand skeleton warriors in the second book.
  • No-Sell: During the Final Battle of the second book, he laughs off every spell Nicodemus throws at him... Until his old rival pulls out the big guns.
  • No Body Left Behind: He crumbles into dust when you destroy him in both books.
  • Obviously Evil: Could it be any more obvious? He looks like a demonic version of The Grim Reaper for crying out loud!
  • Oh, Crap!: He has a very satisfying moment of sheer terror when Nicodemus casts the Ring of White Fire spell to De-Power him, in the second book.
  • Orcus on His Throne: In the first book. Justified as he sees no point in Taking Over The World, since he already has pretty much everything he wants. He is content with merely extorting whatever strikes his fancy and cursing those who resist.
    • Averted in the second book, in which he threatens Allansia as a whole, taking matter in hand as soon as he returns, and being implied to direct his servants from beyond the Veil. Then again, he seems more interested in seizing a new domain, and make it much larger while he is at it, than in conquest for the sake of conquest.
  • Our Demons Are Different: He is a lich, but he gives demonic vibes, made even clearer by his backstory. The second book explains that he is both an undead lich and a Skeleton Demon at the same time.
    • All ambiguity flies through the window in the second book, in which he becomes no less than one of the Demon Princes.
  • Our Liches Are Different: He lacks the Soul Jar, but being a highly powerful undead wizard, and looking like a skeleton wearing robes, he fits every other criteria like a glove.
  • The Paragon Always Rebels: He was one of the very best and most promising students ever seen in the Forest of Yore, and the events surrounding his defection are still regarded both as one of the greatest displays of magic there and as a turning point in the school's history. Then he got away and the rest is even gloomier...
  • The Paralyzer: As noted above, his Hypnotic Eyes can paralyse his preys, leaving them wide open for his Touch of Death.
  • The Red Baron: The Night Prince. Talk about Names to Run Away from Really Fast...
  • Resurrective Immortality: The second book reveals that he will always return, one way or the other, after being destroyed, more powerful and evil than before. Yet, he still needs to be resurrected by external intervention.
  • Right-Hand Attack Dog: He uses no less than a Lesser Demon in the second book! Quag-Shugguth, a giant, hideous, tentacled Animalistic Abomination with skill 12 stamina 13, that costs you -4 skill without the Weapon of X-Slaying, making it a formidable foe. Thankfully, said weapon grants you +3 skill, making the fight way easier.
  • Self-Made Orphan: Bone killed his human parents. It is strongly hinted that he used their wealth to fund his first reign of terror and took over their cult, over whom he already had a strong influence, as his first servants.
  • Sequential Boss: In both books:
    • In the first, you must overcome his illusions, fight the skeletons he creates, successfully shoot his heart, and try to rub his eyes with the magic mixture. One single mistake and you're screwed.
    • In the second, you must survive his plague of insects, destroy his Right-Hand Attack Demon, and have Nicodemus wear his Ring of Power to make him Brought Down to Normal, before shattering his skull with a long-range weapon. If you lack the latter two you're screwed.
  • Shrunken Head: One he wears around his neck in the first book. As if you needed more clues that this sod was bad news.
  • Signature Move: The Touch of Death is Zanbar Bone's go-to solution to battles in the first book. Not in the second though.
  • Sinister Scythe: Illustrations of the first book depict him with one. They were iconic enough for the second book to include their every detail when describing him, scythe included. He never fights you with it though.
  • Sinister Surveillance: He can see you and talk to you from a distance when you are in his tower.
  • Silver Has Mystic Powers: Shooting a silver arrow (a silver dagger in the IOS) paralyzes him and breaks his power in City of Thieves.
  • Slasher Smile: He sports one on every illustration, made all the creepier in that this is as visible on his skeletal mug as it would on a human face.
  • Sorcerous Overlord: A considerably powerful undead wizard who rules a large domain, controls many monsters and terrorizes the land.
  • Summon Magic: He can create skeletons from his teeth, and does so before fighting you in the first book.
    • In the second, he summons Demons, skeleton warriors and plagues of flying insects.
  • Taking You with Me: Downplayed, it seems that he is attempting this just after you destroy him in the second book, when his corpse points a finger at you, most likely to cast a deadly spell, but it goes nowhere, for Hakasan Za cuts off his hand just in time and he dissolves into dust.
  • Technicolor Fire: In his backstory, he fought Nicodemus by conjuring many tentacles of red fire.
    • Ironically, Nicodemus' White Flame Magic proves his undoing in the second book.
  • Tin Tyrant: Zanbar Bone wears a black armour in the illustration of the second book.
  • Too Important to Walk: In the second book, he enters the fray sitting on a cushioned throne on a palanquin, carried by four skeletons.
  • Touch of Death: Anyone touched by Zanbar Bone's fingers is drained of their life-force and turned into his undead slave.
  • Trial-and-Error Gameplay: There are three options for making the salve needed to destroy Bone in the first book, and you have no way of knowing which combination is correct unless you played it before. It’s hag's hair and black pearls.
  • Undeath Always Ends: It is your job to make sure his own won't last any longer. In both books.
  • The Unfought: Downplayed in both books. You do confront him, but you never face him in an all-out battle.
  • Voluntary Shapeshifting: Only hinted at. It is implied that the black cat among the illusions in his quarters (and even the one you almost trip over at the very beginning) in the first book, is nothing less than Zanbar Bone shape-shifted.
  • Was Once a Man: He was born a man, albeit one with Hellish Pupils from birth according to his backstory, and became a lich bordering on Humanoid Abomination. He is now one of the Demon Princes...
  • Wave Motion Gun: He is described as able to destroy his foes with magic energy in the second book, fitting his backstory, in which he unleashed a huge onslaught of magic at Vermithrax Moonchaser, who managed to deflect it and grievously wound him.
  • Weather Manipulation: He causes a thunderstorm and even directs a bolt of lightning to strike next to him in the second book, but he fortunately never uses it against you.
  • Winged Humanoid: He sports black bat-like wings after his resurrection.

Conquerors and Warlords

    Agglax 
See his entry on the Pit page under Other Demons.

    Malbordus 
https://static.tvtropes.org/pmwiki/pub/images/malbordus.jpg
Click here to see him in Temple of Terror 
Appears in: Temple of Terror

A human of great potential for magic, abandoned in the wilderness as an infant, who was taken to the underground capital of the dark elven kingdom of Tìranduil Kelthas, and raised by the High Priestess of the Snake Demon Myurr. As the final trial of his training, he is tasked to venture into the lost city of Vatos in the Desert of Skulls to recover lost Artifacts of Doom that would help him take over Allansia. Fortunately, the Legendary Wizard Yaztromo learns about his quest and sends the hero who braved the Caverns of the Snow Witch and the The Forest of Doom to face him...


  • Antagonist Abilities: He starts the battle with a painful, deafening spell that affects the whole room and his cursed sword will paralyze you if you're hit three times.
  • Artifact of Doom: The five Dragon Artefacts he is looking for are five dragon statuettes made of bone, ebony, crystal, silver and gold, that can be transformed into an invincible dragon at the command of those who awoke it. With such tremendous Weapons Of Mass Destruction, the Dark Elven Kingdom and its huge army could rise from their subterranean city and invade the land unopposed.
  • Badass Long Robe: Malbordus wears a long, flowing black robe, fitting for an Evil Sorcerer.
  • The Beast Master: He can subjugate animals, even those bred for war, into obeying him so thoroughly that they become dependent on him to live, unable to feed if he does not order them to.
  • Big Bad: The powerful mage setting out to invade Allansia for the dark elves, who you are tasked to track down.
  • Big Bad Duumvirate: Malbordus is the main villain of the book, but Leesha, the Grand Priestess of Vatos plays an equally important villainous role. At least one bad ending confirms that the two are in cahoots.
    • Contrary to Leesha, a Vain Sorceress of considerable power who only cares about sitting around and having her every whim catered, Malbordus is a Sorcerous Overlord in training, working to build his own power base. She flees as soon as you pose a threat to her, while Malbordus confronts you head on for the Final Battle, cementing him as the biggest threat and true Big Bad.
  • Big Bad Wannabe: Not in the story in itself, but in the franchise as a whole. While he poses a considerable threat to Allansia, he is an upstart compared to the other Big Bads.
    • Justified in that Malbordus is still in training and has yet to become a proper Big Bad. Had he succeeded, he would have become as formidable as the others.
  • Black Swords Are Better: His cursed blade is made of pitch-black steel.
  • Bond Villain Stupidity: While he does send an assassin to deal with you, he also sends the dreaded and spectral Envoy of Death... who, rather than killing you on the spot is content with leaving the five letters D.E.A.T.H. scattered across the following dungeon, which are quite dangerous but also easily avoidable.
  • The Champion: To the High Priestess of Myurr, and the Dark Elven Kingdom as a whole. And to Myurr himself by extension.
  • Child Prodigy: Malbordus displayed immense potential for magic at a very young age, and passed his first initiation with flying colours at the tender age of nine.
  • Complexity Addiction: Summoning a powerful spirit to deal with his enemy while he is busy searching for the Plot Coupons is fine and dandy. But he had to send one with needlessly convoluted, easily escapable and pretty much useless methods. To make things worse, the Envoy of Death makes it clear that he could easily snuff you on the spot, but decides to go for the pointless complexity instead. Way to go Malbordus, you just chose the worst possible agent.
  • Creepy Child: He was so evil as a child that even the Always Chaotic Evil dark elves were disturbed. Of course, they saw his evil and potential as a blessing and set out to make use of it.
  • Dark Messiah: He's this to the dark elves and the cult of Myurr who raised him.
  • Despotism Justifies the Means: Malbordus and the Dark Elves want to take over and enslave all other races. They consider every other people as beneath them and only fit to crawl at their feet.
  • Drop-In Nemesis: After you've found all five statuettes and smashed one of them, Malbordus will emerge from a nearby pit and challenge you to a fight, starting the Final Battle.
  • Evil Counterpart: He's this to your own character if you think about it: Both of you are trained in swordsmanship and magic, received magical help in Darkwood and are sent to Vatos to look after the same set of artefacts, though your objectives are different.
  • Evil Eyebrows: Made even creepier by his gaut, skull-like face.
  • Evil Laugh: He lets out one in the Bad Ending, riding one of the Dragons to Darkwood Forest and the Dark Elf Kingdom.
  • Evil Makes You Ugly: As an adult he's tall, gaunt and dark-skinned, with almost-balding hair on his head and hideously exaggerated facial features that make his face look like a skull.
  • Evil Sorcerer: He was tutored into The Dark Arts by the Dark Elves of Darkwood Forest and the cult of Myurr, and he is very skilled in the trade.
  • Evil Weapon: He wields a cursed blade that can leave you paralyzed and defenceless.
  • Evil Wears Black: He is only clad in black robes.
  • Final Boss: With skill 10 stamina 18, he makes a powerful enemy. But what makes him truly formidable are his Black Magic and his Evil Weapon. Without the proper protection, he is a SNK Boss through and through.
  • Forehead of Doom: As an adult.
  • Friend to All Living Things: An evil subversion, as it's said that sinister and wicked animals came to witness Malbordus' birth and accompanied him.
  • From Nobody to Nightmare: Once a simple abandoned baby, sadly common in medieval settings, now an Overlord Jr. on his way to take over Allansia.
  • Generic Doomsday Villain: While the same can be said for most Big Bads of the franchise, Malbordus is one of the least developed villains, with minimal looks, name, powers and characteristics. He is evil, he is ugly, he is powerful, he wants to Take Over the World, but so do most other more fleshed out villains with more presence and unique traits. Only his background salvages things a bit.
  • Gotta Catch Them All: His second initiation test and his goal in the story is to retrieve the five Dragon artefacts, and use their power to take over Allansia.
    • Your goal is the same, but contrary to him you aim to destroy the Dragon artefacts.
  • I Have Many Names: He is also known as Aeren Tintathel.
  • I Was Quite a Looker: As seen in the picture, he was good looking when he was a child. Now on the other hand...
  • Magic Knight: Malbordus is equally talented in magic and swordsmanship.
  • Make Me Wanna Shout: As soon as he appears he casts a dark spell that seriously harms your hearing, costing -3 skill, no less. Unless you're wearing a copper ring.
  • Master Swordsman: He's not half bad with that Black Sword of his.
  • Meaningful Name: In-universe. "Malbordus" means "Child of Darkness".
    • His alias, "Aeren Tintathel" means "Storm Child" in dark elven language, for he was found during a stormy night.
  • Misanthrope Supreme: Malbordus absolutely loathes humanity and the races of the surface.
  • Moses in the Bullrushes: He was abandoned in a forest in a winter night, likely by a poor peasant family who could not afford to take care of him. He was found by dark elves and raised as a powerful Sorcerous Overlord.
  • Names to Run Away from Really Fast: Malbordus sounds quite ominous.
  • Obviously Evil: His current appearance plays this as straight as possible. The narration states that he exudes an aura of pure malevolence and hatred.
  • Older Than He Looks: You would never believe upon seeing him that he is a young adult in the story. Even then, can you guess how old is he in the main picture here? A teenager? The answer: Nine years old. No kidding!
  • Overlord Jr.: He is the adopted son of the high-priestess of Myurr, who sent him on his quest, and he plans to dominate Allansia as a whole for the dark elves, with him and her on top.
  • The Paralyzer: It does this to you if he strikes you thrice with his blade, kind of like a ghoul's claws. A copper ring will protect you.
  • Playing with Fire: He set an entire village on fire at nine years old, with only his mental focus, during his first initiation trial.
  • Pointy Ears: He might be human, but his ears are elf-like.
  • SNK Boss: Facing a skill 10 foe is tough, but not that hard with higher stats. Facing a skill 10 foe who wins if he lands three hits, after suffering a crippling loss of -3 skill is nearly impossible, even with the maximum of 12. Without protection from his magic, you are in for a world of pain.
    • Said protection however, namely the copper ring leaves him as powerful but nothing insurmountable. With it and skill 11 or 12, you can kick his sorry ass without much trouble.
  • Sorcerous Overlord: He aims to become one, and you must do whatever it takes to prevent him from reaching his goal.
  • Summon Magic: He called forth the Envoy of Death, a powerful spirit, and knows how to use the Dragon artefacts to summon the real deal.
  • Take Over the World: Downplayed, as he covets one third of it. But it is already far too much.
  • Villainous Cheekbones: Did we mention that his face looks like a skull?
  • Villainous Widow's Peak: Up to Eleven, he's nearly bald and has a Forehead of Doom as a result, highlighting it.
  • Walking Wasteland: Malbordus can wither plants by looking at them.
  • You Are What You Hate: Malbordus utterly loathes humans and identifies as a dark elf, despite being human. Justified in that he hates humans for leaving him to die in the cold, while the dark elves saved him and are training him as a leader.
  • Young Conqueror: He is a few years past being a teenager and he aspires to take over Allansia. He is not that yet, and you must ensure he never becomes it.

    Oldoran Zagor 
See his entry on the Demonic Three page under Conquerors.

    Razaak 
https://static.tvtropes.org/pmwiki/pub/images/razaak_2.jpg

Far and away the worst SNK Boss of the franchise, virtually invincible without cheating. Once a power-hungry mage apprentice, he spent fourty years in isolation to become a necromancer. He then demanded obedience from the lords of Allansia, but being totally unknown, he was dismissed as yet-another harmless Big Bad Wannabe. Big mistake. He blighted the entire land for years, until he got killed by the legendary hero Kull, wielding his own cursed sword. But after a century, he has returned as a lich after his vault was accidentally opened, and plans to wipe out all life in Allansia. Alerted by your old friend, the Legendary Mage Yaztromo, you set out to destroy him once and for all...


  • Achilles' Heel: Not a spoiler for you learn it right away, but Razaak can only be felled by his own cursed sword, which you must fetch as soon as possible.
  • All There in the Manual: Downplayed. The intro reveals everything that needs to be known about him, but the guidebooks give more details. Notably that he was a graduate of the famous Wizarding School of the Forest of Yore.
  • Animal Motifs: Insects. He is described as evoking a grotesquely deformed bug, and he summons a plague of insects to kill you or to spread pestilence.
  • Antagonist Abilities: What makes him such a nightmare to fight. Even without counting his many deadly spells, he is a powerhouse with max skill, lots of stamina, and a Touch of Death that kills you as soon as he grabs you at any point of the battle. Talk about broken...
  • Antagonist Title: I wonder who the sorcerer of the title might be?
  • Back from the Dead: He was slain a hundred years before the start of the story, and returns as an undead, even worse than before.
  • Badass Boast: His greeting to you sums up as "you are powerful to make it this far, and I know that you have the only thing that can harm me. But even then, you stand no chance." And true to form, it won't be easy.
  • Badass Long Robe: He wears a luxurious red and gold robe that does not fit his hideous frame and many deformities at all, but reminds you that said hideously deformed midget is a necromancer of considerable might.
  • Bald of Evil: The least disturbing of his many, many, many deformities.
  • Bee Bee Gun: Razaak summons millions of venomous insects to spread plague, and he uses it against you during the Final Battle. You must have the Hamakeis' parchment and to know how to cast its defensive spell, lest you die a painful death.
  • Big Bad: The Lich Master who threatens all life in Allansia and must be stopped at all costs.
  • Black Mage: Gets some nasty, One-Hit Kill attack spells under his belt.
  • Body Horror: Boy howdy, where to begin? The eyes? The arms? The face? The oversized head? This sod is hideously deformed from head to toe. Just count how many corresponding tropes are on the list. Or quicker yet, look at the picture and see for yourself.
  • Continuity Nod: He shares some powers with Zanbar Bone, the Big Bad of City of Thieves, another super powerful lich from a book by Ian Livingstone. Namely the Touch of Death, and the need to wear a Ring of True Seeing to see through his first trick. In The Port of Peril, a revived Zanbar Bone completes the reference by using a Bee Bee Gun attack similar to his own. Livingstone sure loves referencing his previous works.
  • Creating Life: He creates hideous monsters just to pass time.
  • Creepily Long Arms: Only one of them, long enough to reach the ground. The other averts it by being shrivelled.
  • The Dark Arts: He masters Dark Magic to create monsters and summon demons.
  • Depraved Dwarf: He is very small and horribly evil.
  • Despotism Justifies the Means: He always craved power for the sake of power. Back when he was alive, he wanted to rule and tyrannize Allansia, but after dying and becoming a lich, he became much worse.
  • Disability Superpower: Seriously, how can such a deformed creep be such a deadly fighter? He most likely enhances himself with magic.
  • The Dreaded: Zig-zagged. In his backstory, Razaak was not taken seriously at all at first but quickly became this all around. Now, he is mostly forgotten, but everyone who still know about him fears him greatly. Even the Big Good, the Legendary Mage Gereth Yaztromo, is wary of him.
  • Elaborate Underground Base: He turned the crypt where he was buried into one, deep below the Moonstone Hills.
  • Evil Makes You Ugly: And how! No-one knows know what he looked like as a human, but as an undead, dear Titan, this grotesque, vaguely human thing is so utterly disgusting that even the narration states that you never felt such revulsion.
  • Evil Sorcerer: An undead and very, very evil one.
  • Evil Weapon: His own cursed sword. He had to cast it away as a pact with the demons he worships. It is indestructible, can harm any supernatural beings, and is the only weapon that can harm him. But everyone who bears it becomes an undead skeleton doomed to hold it forever, or until someone takes it from them, risking the curse in turn. Yaztromo saves you from the curse after you exit the crypt victorious, and the sword stays in the collapsing chasm, buried under thousands of tons of rubbles.
  • Femme Fatalons: A male example, his hands with long, pointed fingernails are described as looking like a birdprey’s talon.
  • Final Boss: By far the hardest to defeat of the franchise, no question asked. This creep is an utter nightmare, feared and reviled by many fans.
  • From Nobody to Nightmare: Razaak was but a simple wizard graduate, and grew to a world-threatening Sorcerous Overlord.
  • Frozen Face: His skull-like face is fixated in a permanent rictus. Despite that, he can talk just fine.
  • Hoist by His Own Petard: Not only do you kill him with the cursed sword he cast away, but you destroy him for good with the horn of the Gargantis he bred as his major military asset.
  • Hostage Situation: Razaak has Yaztromo kidnapped by a demonspawn he summoned, forcing you to save him. He did not bother for hostages though, as he merely wanted anyone opposing him dead, and was planning on sacrificing the wizard.
  • Hypno Trinket: If you face him wearing a Demon Talisman, it compels you to obey him and he kills you without fight. He might have crafted it himself.
  • Life Drinker: From the surroundings of the Very Definitely Final Dungeon to his foes, he decays and withers all he comes in contact with.
  • Load-Bearing Boss: His crypt crumbles as soon as you destroy him once and for all, forcing you to escape safely to fully finish the game.
  • Looks Like Orlok: Hideous? Check. Bald of Evil? Check. Hunchback? Check. Nightmare Face?
Check. Deathly waxen skin? Check.
  • Made of Iron: He boasts stamina 20, which would be unwelcome even if he was not already so broken.
  • Mad Eye: One of his eyes his oversized, bulging and protruding.
  • The Necrocracy: Razaak plans to make Allansia a land solely populated by undeads of all sorts, for him to rule for eternity.
  • The Necromancer: Necromancy is his main field of magic. From animating undeads to draining the life of the land or draining his victims' life-force, and even returning from the grave as an undead, he sure knows the subject.
  • Nigh Invulnerable: Only his own Evil Weapon can harm him. And after killing him, you must pierce his heart with a Gargantis Horn to prevent further resurrections forever.
  • Night of the Living Mooks: He raises thousands of undeads to serve him and plans to make an army of every corpse in Allansia to destroy all life.
  • Nightmare Face: Skull-like, deathly waxen, with a Mad Eye, fixed in a creepy rictus.
  • No Body Left Behind: Razaak disintegrates, leaving nothing but a sheen of brownish dust when you snuff him out for good.
  • Nothing but Skin and Bones: He hasn't got a single pound on flesh on his body.
  • Oh, Crap!: He has a downplayed one before you fight him, his eyes reflecting an ounce of fear. Still intensely satisfying considering the headaches he will cause you.
  • Omnicidal Maniac: He wants to extinguish all life in Allansia and turn the entire continent into a land of the undead.
  • Our Liches Are Different: Razaak is never referred to as a lich, but being a nearly indestructible undead necromancer of immense power, he more than qualifies.
  • Pint-Sized Powerhouse: You would think at first glance that this hideous, deformed midget could not fight well in such a state, but he soon gonna prove you wrong. And haunt your worst nightmares while he's at it.
  • Plague Master: Razaak causes plague, pestilence, droughts and all sorts of disasters across Allansia. He used it in his backstory to make people take his threats seriously, and now he does so merely For the Evulz. Which tips you that something is off, and prompts you to investigate and act.
  • Playing with Fire: He masters the Firebolt Spell to deadly effect. You need to have breathed a magical smoke to resist, or else he blasts you to death with it until you fall.
  • The Red Baron: Razaak lacks a title in the gamebook proper, but the guidebook calls him the Undying One.
  • Resurrective Immortality: He reached it after becoming a lich, and you must not only kill him again but make sure he stays dead for good.
  • Sealed Evil in a Can: He became one after his death, for a mage sealed his corpse in a crypt that was not to be opened in a hundred and ten years, to prevent him from returning as a lich. Of course, it was opened before the time limit, probably by unknowing grave-robbers.
  • Sequential Boss: As soon as you meet him, you must survive his many attempts on your life, each with a specific counter, before fighting him.
    • He first welcomes you transformed into your friend Yaztromo to catch you off-guard, then hurls Firebolt spells, then summons hordes of insects, then blasts you with a Thunderbolt spell. Without the aforementioned counters, you are done for. Then you fight him and shit really hits the fan.
  • Shock and Awe: He masters an exceptionally powerful version of the Thunderbolt Spell. Without a magic shield to deflect it you are toast. Literally.
  • SNK Boss: Not counting all the spells you must survive, the actual Final Battle is virtually Unwinnable by Design. He is a super powerful and resilient foe with skill 12 (the normal maximum) stamina 20, who wins instantly if he strikes you twice in a row. With few means to match his might, should you even start with skill 12 and reach 13 with a bonus, your chances of winning fairly do not exceed 6%... Any player can tell horror stories about this nasty creep.
  • Sorcerous Overlord: He is a powerful lich controlling a lifeless domain around his crypt, with an army of monsters and undeads, controlling all trolls in Allansia and setting out to rise every dead.
  • Tainted Veins: Razaak's skull is covered in bulging, palpitating red veins.
  • Touch of Death: His Signature Move and Weapon of Choice is to drain life-force with a touch. If he grabs someone, he drains them dry and turns them into his undead slave. This alone is what makes him such a SNK Boss.
  • Undeath Always Ends: But you will go through hell to end his own.
  • Undeathly Pallor: Long past simply being pale, his tone is a deathly, greyish waxen. Did we mention that the fucker is ugly as hell?
  • Villain Ball: By the time you set out to kill him, he has already built himself a quite considerable power base, and his Evil Plan is progressing smoothly. You only discover the truth when investigating the series of plagues that spreads all around and the mysterious deaths near his lair, which he caused just For the Evulz. If he could refrain from being a dick for no reason, he would have succeeded. Well done, dumbass, undeath sure has rotten your brain.
  • Voluntary Shapeshifting: He can transform and assume other aspects. He welcomes you transformed into Yaztromo to catch you off-guard. Without a Ring of True Sight, you are doomed.
  • Walking Wasteland: Razaak turns his surroundings into a desolate, decaying wasteland.
  • Weapon of Choice: His deadly Touch of Death is his most used way to kill people. You can No-Sell every other One-Hit Kill move he dishes out, but not this one, which makes it his true That One Attack despite being much less flashy than the others.
    • As far as attack spells go, he favours the Firebolt, also a long-range move.
  • Zombie Apocalypse: His Evil Plan in a nutshell.

    Ulrakaah 
See her entry on the The Pit page under Greater Demons

    Xortan Throg 
https://static.tvtropes.org/pmwiki/pub/images/xortan_throg.jpg
Appears in: Advanced Fighting Fantasy

The main antagonist in Dungeoneer, the first book of the role-playing game Advanced Fighting Fantasy, Xortan Throg is an old Evil Sorcerer, descendant from the royalty of the lost city of Carsepolis, who strives to restore the kingdom now replaced by Port Blacksand, the infamous City of Thieves. He abducts Princess Sarissa of Salamonis, prompting her betrothed Prince Barinjhar of Chalice to lead an expedition against him. But little does Throg know that a being far more evil and dangerous that he could ever be is lurking around his lair, and that the adventuring party launched after him will track him down come hell or high water...


  • Actually a Doombot: The Xortan Throg you face in his tower is in fact a construct in his likeness animated by magic, through which he can see, talk, act and spellcast.
  • Antagonist Abilities: A very powerful wizard, who can spam a slew of nasty spells and counter your attacks, always troublesome when faced head on.
  • Arc Villain: The primary antagonist of the first book... out of three.
  • Astral Projection: As soon as you defeat the fake Xortan Throg, the real casts an image of himself in the fire to swear revenge.
  • Attack Its Weak Point: When facing him in his tower, you must destroy the two incense burners on each side of his throne to breaks his magic. Destroying one renders him vulnerable and makes his spells harmless. Destroying both forces him to fight at close range.
  • Attack Reflector: During the last Boss Battle against him, he deflects back every projectile you throw at him.
    • The easiest way to take the sod down is to deflect back his Death Spell with a Crystal of Power.
  • Badass Grandpa: Very old, but still a very powerful and dangerous wizard with decades of experience.
  • Badass Long Robe: He wears a set of elaborate robes and toga, not unlike the true Big Bad due to their shared origin.
  • Bald of Evil: Has little to no hair on top of his head and he has not a single decent bone in his body.
  • Barrier Warrior: In addition to the Ward Spell he uses to No-Sell your projectiles, he casts a Barrier Spell between your party and him, to gloat without being attacked before the first Boss Battle against him.
  • Bastard Bastard: Xortan Throg boasts about being the last descendant of the king of Carsepolis. While true, his royal ancestor was but the result of the last prince's one-night-stand with a servant maid. And a good monarch he would be not.
  • Beard of Evil: He sports a typical scumbag-looking goatee.
  • Big Bad Wannabe: While Xortan Throg is a genuinely powerful and threatening Sorcerous Overlord, he can't hold a candle to Lord Varek Azzur, whose throne he covets, and to the true Big Bad of the epic.
  • Black Mage: Xortan Throg masters a lot of attack spells ranging from troublesome to deadly.
  • Brains and Brawn: He is the brains to his secret accomplice Prince Barinjhar, having devised their plan when the prince came to see him. Him fighting with spells and Barinjhar fighting with a sword reflects this.
  • Cast from Hit Points: Averted in the first Boss Battle against him. Played straight in the second, as like all mages in Advanced Fighting Fantasy, spellcasting costs him stamina.
  • Climax Boss: He is confronted each time at the end of a quest, but there is always other quests to do after getting rid of him.
  • Cool Pet: He has tamed a friggin' Giant Griffin! He uses it for errands and important missions, and of course as a Right-Hand Attack Dog should the need arise.
  • The Dark Arts: Xortan Throg masters all sorts of curses and evil spells, and can raise undeads.
  • Death Ray: The Death Spell casts a black energy bolt that insta-kills at contact, and ages the caster by one year per casting.
  • Despotism Justifies the Means: Xortan Throg wants to restore Carsepolis as the biggest political power in Allansia and rule it as king, but not for the good of his subjects... Oh no.
  • Disc-One Final Boss: Congratulations! You just slew the Evil Sorcerer who gave you trouble for so long. But now, the true villain is at large, by your own (unwilling) doing at that. And compared to what he will put Allansia through, this quest was but a walk in the garden.
  • Dual Boss: During the first confrontation, you face both Xortan Throg and Prince Barinjhar. However, Throg is content with spellcasting at distance and countering attacks, letting his ally do most of the fighting. Beware, for the prince is a powerful foe with skill 11 stamina 14.
  • Elaborate Underground Base: His tower is in fact one of his bases, the real Very Definitely Final Dungeon being a derelict palace in the ruins of Carsepolis, below the sewers of Port Blacksand.
  • Evil Duo: With Prince Barinjhar. Throg being the ambitious conqueror who craves for a long-gone kingdom and Barinjhar being the arrogant fighter who resents his betrothed's higher standing and fears being subjugated.
  • Evil Eyebrows: Thin eyebrows casting shadow over his sunken eyes.
  • Evil Gloating: The SOB just cannot utter a single sentence whithout singing his own praises.
  • Evil Is Petty: He wants to crush the kingdom of Salamonis, for the utterly heinous crime of being the mightiest kingdom of Allansia, which he regards as usurping Carsepolis' glory. Never mind that it was destroyed centuries before Salamonis rose into proeminence. Gee! Childish much?
  • Evil Makes You Ugly: Xortan Throg is an ugly, simian-looking old man. In stark contrast with the Big Bad who averts the trope.
  • Evil Old Folks: An old and morally bankrupt man, who wants a kingdom of his own to tyrannize.
  • Evil Plan: Gather enough forces to attack Port Blacksand, dethrone Lord Azzur and rebuild Carsepolis. Also, subjugate Salamonis. He makes a pact with Prince Barinjhar to get rid of Princess Sarissa and make an alliance.
    • Knowing full well that attacking from the outside by earth or by sea is bound to fail, he plans to strike from within, building his forces from the ruins of Carsepolis below Port Blacksand, raising the skeletons of the entire Carsepolis army, subjugating the local fish-men and getting supplies from rogue pirates under Azzur's nose.
  • Evil Sorcerer: A staple of the series, that cannot be escaped even in other format that gamebooks.
  • Evil Tower of Ominousness: He lives in one. The first quest even being called Tower of the Sorcerer.
  • Eviler Than Thou: Played with, since they never met and he likely never heard of the former, but Throg falls on the short hand of the stick compared to both the real Big Bad and Lord Azzur. The former becomes in record time the Sorcerous Overlord he spent a lifetime trying and failing to be. As for the latter, he is the Pirate King of the Western Ocean and a world-class Badass Normal of whom even the Big Bads of the gambooks steer clear. Poor Xortan is waaay out of his depth.
  • Fate Worse than Death: If you kill him by reflecting his Death Spell, his ghost is doomed to roam the ruins of Carsepolis aimless and powerless forever and ever. And the Crystal of Power having been taken out of his reach to Nicodemus or the King of Salamonis, there is no way he can touch it to resurrect like Sargon did. Given what kind of man Throg is, this calls for cheers instead of tears.
  • Femme Fatalons: Xortan Throg is a male variant with long, pointed nails. He weaponizes it when fighting at close range, dealing damages similar to that of a dagger.
  • Final Boss Preview: The first Climax Boss against him serves as this, although he is only the Disc-One Final Boss in the epic. You learn of how he fights and the fact that you'd better avoid direct confrontation.
  • Foil: Xortan Throg and Sargon the Black are both powerful and dangerous Sorcerous Overlords hailing from Carsepolis, with similar clothing and fighting style. But on one hand you have the Evil Sorcerer only remotely related to royalty, who is a Big Bad Wannabe obsessed by a long-gone kingdom and targetting another country for petty reasons. On the other hand, you have the High Priest who was a first class citizen and is now a continent-threatening Big Bad and Omnicidal Maniac. They both died the same way, but Sargon could resurrect and have another (much bigger) shot at villainy, while Xortan Throg has no hope left.
  • Hoist by His Own Petard: If you follow Sargon's advice, Throg ends up killed by his own Death Spell, reflected back at him with a Crystal of Power.
  • It's Personal: After the fist quest, your adventuring party has a huge bone to pick with Throg, and he himself wants you dead for the crime of meddling.
  • Knife Nut: He wields a dagger to fight at close-range when he can no longer cast spells, during the last Boss Battle.
  • Laser-Guided Karma: He wanted to be king of Carsepolis, and will now spend all eternity roaming its ruins as a ghost, doomed to wallow in what's left of the kingdom he so badly wanted to raise but will remain forever underground, and him along with it. Ghost king of a ghost kingdom, talk about poetic justice... All the sweetest in that he is killed with his own spell.
  • Lean and Mean: Thin as a rake, and utterly vile.
  • Made of Iron: He boasts one of the highest stamina scores in the franchise, 4 points over the normal maximum.
  • No Ontological Inertia: His petrifying spells are dispelled after he dies, and the skeletons he animated turn back into harmless carcasses.
  • No-Sell: He deflects every projectile or spell you throw at him, and even deflects them back in the Final Battle of the first book.
  • Obviously Evil: One look at the sod is enough to understand that he is up to no good. Though he does not look very intimidating...
  • Orcus on His Throne: He remains in his tower for the entire first campaign, sending his monsters and Cool Pet do the footwork for him. Even when you fight him he remains glued to his throne till the bitter end.
    • Completely averted for the Climax against him though, as he has been raising his army in secret for quite some time. [[spoiler: And works towards toppling Port Blacksand from within.
  • Pointed Ears: He has them.
  • Recurring Boss: You fight him twice in the entire book.
  • Right-Hand Attack Dog: Throg has two, one per quest and both very dangerous.
    • In Tower of the Sorcerer, his Giant Griffin can be fought upon venturing in the wrong place. With skill 12 stamina 15 and 2 attacks per turn, it is a very powerful but fortunately Skippable Boss.
    • In Revenge of the Sorcerer, the Skeleton Tyrannosaurus rex is Throg's last line of defence. It is a very powerful foe with skill 12 stamina 25 and 3 powerful bite attacks per turn. Worse, it is immune to neutralising spells and bladed weapons merely rip on its bones for half damage.
  • Rightful King Returns: Subverted. Xortan Throg delusionally fancies himself as this. First problem, his kingdom was toppled nearly three hundred years ago and replaced by something else entirely. Second, the current ruler is indeed a loathsome tyrant ruling a Wretched Hive, but he is equally loathsome and would be an even worse ruler since Azzur at least abides by Pragmatic Villainy. Third, you actively try to kill him before he can make his "triumphant return".
  • Royal Blood: He is the last descendant of the prince of Carsepolis. This should not matter since the kingdom no longer exists, but he obsessively yearns to rebuild it.
  • Save the Princess: He kidnapped Princess Sarissa of Salamonis, starting out the quest to rescue her from his clutches. He in fact kidnapped her so that he could kill her and all the warriors sent to save her, letting her betrothed (his accomplice) report the bad news and gain leverage over Salmonis.
  • Scary Teeth: His mouth is full of espaced pointed teeth that make his smile creepy.
  • Shock and Awe: During the first battle, he mostly attacks with Force Bolt spells: bolts of electricity that can only be dodged with a test of luck, bypass armour defences, deal 4 of damage and knock you backward.
  • Sinister Schnoz: He has a big, crooked, ugly nose.
  • Smug Snake: Xortan Throg has the power and cunning that a proper Big Bad needs, but ten times the arrogance. He acts like a high and mighty conqueror without sufficient military power, and fancies himself as smarter than he is. He bits off much more than he can chew and ends up paying the heavy price. Karma is a bitch baby!
  • Sorcerous Overlord: A rather low-scale compared to the other of the franchise, but still not to be underestimated. He strives to surpass the aforementioned big shots or die trying.
  • Sorting Algorithm of Evil: He is a powerful enemy, but barely even a blimp on the Legendary Mage Gereth Yaztromo's radar, contrary to the Final Boss.
  • Squishy Wizard: Averted. A frail old geezer whose threat comes only from his magic he might be, but he can take loads of punishment and fight at close range. To the point that fighting him normally is not advised.
  • Starter Villain: Sorry Xortan, you're not the Big Bad. You're not even the king of naughty. In fact, Throg can be seen as a watered down version of the Big Bad, who fittingly regards him with absolute disdain.
  • Taken for Granite: Xortan Throg masters the very dangerous Petrify spell, which decreases its target's stamina by slowly turning them to stone, becoming a statue when they die. You must successfully test your luck to escape it, but it can be dispelled.
  • Unknown Rival: To Lord Azzur. Xortan Throg covets the city Azzur is ruling with an iron first, and strives to kill him and take his place to restore his kingdom. However, Azzur could not care any less about yet another upstart challenging him, and likely has not even heard of him in the first place.
  • Villainous Cheekbones: Making his face look even thinner. Justified in that is face is bony and emaciated with old age.
  • We Will Meet Again: After the first confrontation with him, he tells your party that he will have his vengeance.
  • Weak, but Skilled: A frail old geezer who lacks might and strength, but makes it up with mastery of magic and fighting skills.
  • The Wrongful Heir to the Throne: Let's just say that he would not honour his royal ancestors if he were to take the throne. On the absolute contrary...
  • Zero-Effort Boss: He is this both time if you know what to do. Destroy his incense burners in the tower, and he won't be able to to anything. In the second, let the Crystal of Power do the trick and voila! Thank you, good bye and don't forget to tip.

    Zeverin 
https://static.tvtropes.org/pmwiki/pub/images/zeverin.jpg

A demented wizard obsessed with power, in cahoots with one of the Demon Princes... He studied magic at the Ice Palace of the Elven Mages, under The Archmage Elokinan, before killing them all after completing his studies. He created a gigantic Flying Sphere that can destroy entire settlements in a few minutes, and is working on the even more destructive titular Tower of Destruction. He earned the staunch hatred of the survivor of a village he destroyed to test his inventions, who would not rest until he is destroyed...


  • A Pupil of Mine, Until He Turned to Evil: Averted, he already was evil before being apprenticed to Elokinan, he just hid it well enough.
  • Actually a Doombot: The first time you face him, he vanishes out of thin air when you strike him down, revealing that it was just a projection. A projection that you can disable to avoid a rather difficult battle, by destroying the jewel on the statue.
    • The second time you face him, fighting him feels real and he falls to the ground in a broken mess after you kill him, but he returns nonetheless. It is unclear whether it was this again or if he got revived by Relem.
  • Antagonist Abilities: He masters a large array of attack spells, and uses them during the Climax. From Energy Balls and clouds of frost costing -3 stamina, to thunderbolts dealing -5. Unless you can fly to fight him, or kill him with special weapon before fighting, his Flechette Storm spells cost you -5 stamina before you can engage him in a swordfight.
  • Apocalypse How: He seeks to devastate the entire world of Titan, one continent after another.
  • Astral Projection: The first time you face him, and when he appears to gloat after that, he is but an image in his likeness through which he acts and uses his powers from afar.
  • Ax-Crazy: He might look much more composed than most examples, but he is seriously off his rocker and enjoys spreading destruction way too much.
  • Badass Beard: He sports one, and while it makes him look creepy first and foremost, it gives an is undeniable badass look.
  • Badass Bookworm: He is a very powerful and skilled wizard, but also very gifted in magic engineering, experimenting to create giant flying structures, a major breakthrough in itself. Too bad he totally lost his marbles and only seeks to accomplish it for evil purpose.
  • Badass Long Robe: As expected of a wizard.
  • Badass Mustache: Merging into his Badass Beard around his mouth.
  • Beard of Evil: A long, thick, black one.
  • Big Bad: Zeverin appears to be this at first, being the builder of the titular Weapon of Mass Destruction and the one you seek revenge against.
    • Subverted, since he is soon revealed to be in fact the main servant of the Demon Prince Relem.
  • Black Mage: He uses lots of magic attacks, ranging from troublesome to deadly.
  • Blood Magic: His Weapons Of Mass Destruction are powered by blood, running continuously to fuel a furnace.
  • Cessation of Existence: His final fate at the very end, courtesy of Elokinan. If anyone deserves such a fate, it's him.
  • Climax Boss: Zeverin is only the second-to-last boss, and while powerful he is pretty much a joke compared to Relem. But the battle against him is the highly satisfying culmination of your Roaring Rampage of Revenge. With many nasty spells to cast before fighting, or if you fail to harm him beforehand, and skill 10 stamina 13, he proves a powerful foe, especially since you need all your strength for the Final Battle and Post-Climax Confrontation.
  • Curse: He cast one over the Ice Palace, trapping forever the souls of his elven teachers on the Earthly Planes as tormented ghosts, causing many to go mad and turn into spectres. You must lift it and help them cross to the Afterlife.
  • The Dark Arts: Zeverin specializes in Demonology and destructive magic.
  • Deal with the Devil: He gained his current level of power, and probably his Resurrective Immortality, by selling his soul to Relem.
  • Deceptive Disciple: Zeverin only studied under Elokinan and his mages to gain power and knowledge, and as soon as he had nothing left to learn from them, he killed them all and cursed them to remain as ghosts.
    • His own apprentice Aliades was this to him. Meaning that he wanted to learn magic from him, but soon realized that his master was a dangerous psycho and tried in vain to stop him, being thrown in jail for his trouble. You save him from the destruction of the Sphere after the first battle against Zeverin, and he provides priceless help and Exposition, but Zeverin sadly kills him with a Rapid Aging curse the following morning.
  • Diabolus ex Nihilo: When he reappears during the Post-Climax Confrontation.
  • The Dragon: He is eventually revealed to be this to Relem.
    • Zeverin himself has his own Co-Dragons: The Dark Elf Sorcerer leading the dark elves he sent to ransack the Ice Palace; and his Champion Dazrakk, the powerful man-orc serving as his bodyguard in the Sphere. But they are little more than tough Boss Fights.
  • Energy Ball: He can fire many small ones at once, or a ginormous one.
  • Energy Weapon: He fires energy darts at you that never miss their target during the first confrontation with him. They deal additional damage as you are battling Dazrakk, his man-orc bodyguard, making the fight pretty dangerous.
  • Evil Eyebrows: Shading his eyes to accentuate the malice in his stare.
  • Evil Gloating: After you destroys the Sphere, Zeverin appears as an Astral Projection to boast that it was but a minor setback and that you won't stand a chance against what he has in store next. While waxing lyrically about how great and powerful he is. It is up to you to prove him wrong.
  • Evil Is Not a Toy: He obeys Relem, persuaded that he will be allowed to dictate his law to what's left of Titan. It is quite clear that he is completely out of his league, and that Relem only regards him as a disposable pawn. Even his former apprentice and his right-hand lampshade this.
  • Evil Sorcerer: Notice a trend there?
  • Final Boss Preview: Subverted since he is not the Final Boss, but you do get a preview when facing his Astral Projection in the Sphere, along with The Champion. His spells complicate the already tough Boss Fight, but you can destroy the gem on the demon statue's forehead to dispel his projection. He has only skill 8 stamina 8, making him quite manageable, but the ordeal before still makes it annoying.
  • Flechette Storm: One of his attack spells, throwing waves after waves of energy darts.
  • Hate Sink: Self-centred, self-aggrandizing to a fault, unhinged, murderous, pretentious, megalomaniac, insufferably smug... Long story short, this guy is an utterly irredeemable, abhorrent and repulsive piece of trash.
  • The Heavy: Zeverin is the one who built the Sphere and later builds the Tower, who cursed the Ice Palace, who destroyed your Doomed Hometown, and whom you track down and fight several times throughout the story.
  • High Collar of Doom: Just to drive the point home. He is not a nice fellow.
  • Immortality Immorality: Zeverin lived many lives across centuries, each eviler and mightier than the former.
  • In the Hood: When you face him during the Climax, he wears a robe whose hood hides his face.
  • It's All About Me: Zeverin actively tries to help his liege destroy the world, just to indulge his petty, selfish delusions of grandeur, and howls for you blood when you thwart his demented schemes. He clearly could not care any less about all the lives he destroys, acting as if they should be honoured to have been his guinea pigs, and takes offense when his Evil Gloating does not impresses you. Long story short, this sad SOB is really contemptible.
  • It's Personal: You're not the only one who yearns for having Zeverin's head mounted on you wall, Elokinan is understandably pissed at his wretched disciple for killing and cursing him and his people. Quite fittingly, Elokinan is the one to finish Zeverin off once and for all at the very end.
  • It's Personal with the Dragon: You only face Relem as a necessity to save the world from the Tower of Destruction, but Zeverin remains your primary target until the bitter end.
    • At first, Zeverin only sees you as a minor nuisance, but he also develops a staunch hatred for you, after you "kill" him, destroy his tower and banish his lord.
  • Karmic Death: His death at the hand of a survivor of his twisted experiments, not to mention his existence being obliterated by the ghost of the mentor he betrayed are very satisfying and totally well-deserved.
  • Kill It with Ice: He is highly vulnerable to ice, and you can inflict a crippling -8 stamina if you strike him with a Wand of Cold.
  • Knife Nut: He fights with a dagger during the first battle against him.
  • Lean and Mean: Zeverin is short, skinny, and very evil.
  • Magic Knight: He is very skilled with magic and casts nasty spells, but he is equally skilled with weapons.
  • Master Swordsman: Zeverin fights with a curved sword during the second battle against him, and he knows how to use it.
  • Moral Myopia: He kills thousands and curses dozens without so much as batting an eyelid, but if you dare stand in his way, he is affronted. You should know your place as his guinea-pig and be honoured while you're at it. He pays dearly for it and had it come in a thousand times.
  • Narcissist: Very much in love with himself. Keith Martin really wants you to hate him with every fibre of your being... And gets quite successful.
  • No-Sell: Played with. He is stated to be immune to fire and lightning, but you can never attack him with it.
  • Obviously Evil: He must have been a pretty good Master Actor to prevent Elokinan to suspect anything, for just looking at him makes it pretty glaring that he is up to no good.
  • Omnicidal Maniac: Zeverin would gladly doom every mortal in the world to death, if this means he can rule what's left.
  • Post-Climax Confrontation: After you "kill" him and banish Relem, you first must escape the crumbing Tower of Destruction before it crashes on the mountains, then he reappears out of nowhere without explanation and hurls a Wave Motion Gun to obliterate you. If you wield the Ice Sword, fortunately mandatory for the Final Battle, Elokinan appears to make him vanish forever, otherwise everything ends.
  • Psychopathic Manchild: Zeverin is off his rocker something big. While competent and threatening, his posturing, self-aggrandizing attitude show that he is but a petty Smug Snake, far less smart than he fancies himself to be. He wants to be the greatest no matter what, even if the world must go down the drain for it, unable to see that he is but a pawn.
  • Rapid Aging: He kills his former apprentice Aliades that way, for the unspeakable offence of being a decent human being who realized how mad he was, and for helping you. Fortunately, he proves unable to do the same to you.
  • Recurring Boss: You battle him twice and confronts him thrice.
  • Resurrective Immortality: He reincarnates time and time again.
  • Shock and Awe: He casts the powerful Thunderbolt spell, costing you -5 stamina before fighting.
  • Smug Snake: And how! Despite his genuine power, skill and talent, Zeverin suffers from massive delusions of grandeur (emphasis on "delusions") and Genre Blindness, being nothing more than a convenient pawn for Relem.
  • Squishy Wizard: He has great power and fights well, but is frail and his stamina score is good but not that impressive.
  • Summon Magic: He can summon demons of all kind made easier when you work for one of their monarchs.
  • Villainous Cheekbones: With that and all the rest, the only thing missing is a neon sign saying "eviiiiiil" over his ugly mug.
  • Wave Motion Gun: The most powerful spell he uses against you is a gigantic energy blast. He attacks you with it after you destroy the tower.
  • Weapon of Mass Destruction: He builds some of the magical sort: First a gigantic flying Sphere of Destruction that rains fire-blasts and can wipe villages off the map like nothing. Then the titular Tower of Destruction, many times bigger and more destructive, that could devastate the three continents, one after another, in a few weeks at worst. He has the technique and mastery to build them, but only Relem can sustain them and make them work.
  • Wizard Classic: He looks like a pretty standard Evil Sorcerer.
  • You Have Outlived Your Usefulness: He pulled this on Elokinan and the Elf Mages as soon as he completed his training.
    • It's painfully obvious to anyone but him that Relem has this in store for him the second he stops needing him, instead of the riches and power he promised him.

    Zharradan Marr 
See his entry on the Demonic Three page under Conquerors.

Cultists

    The Bone Stalker Mage 
Appears in: Night Dragon
https://static.tvtropes.org/pmwiki/pub/images/bone_stalker_mage.jpg
The founder and leader of the Apocalypse Cult worshipping the Night Dragon, dead set on awakening his eldritch idol to bring about The End of the World as We Know It. His cultists and draconic Stalkers are everywhere and will cause you trouble all over the story. But you quickly start to retaliate...
  • Achilles' Heel: He made himself draconic, and becomes vulnerable to the Legendary Weapon needed to slay his idol.
  • Antagonist Abilities: Not only does he have superhuman stats, but he casts powerful spells, wields a Poisoned Weapon and exhales weakening stench. Everything to make one hell of a Boss Fight.
  • Apocalypse Cult: The Bone Stalker Mage and his Religion of Evil cannot ignore that awakening the Night Dragon would cause The End of the World as We Know It, and they wish for it anyway.
  • Apocalypse How: The Bone Stalker Mage seeks to unleash a planetary-scale one, letting his idol reduce everything to dust.
  • Authority Equals Asskicking: The Bone Stalker Mage leads the Acolytes of the Night Dragon and is far and away the best fighter and mightiest wizard among them. He enforced the trope, mutating himself to become more powerful.
  • Badass Boast: He greets you by daring you to come to him, stating that he is not afraid of you, who mowed down your way through his acolytes and Elite Mooks. There is a hint of Schmuck Bait as well, as he is goading you to rush blindly right into his Barrier Spell.
  • Badass Long Robe: The Bone Stalker Mage wears a black robe covered in silver magic sigils, befitting a powerful wizard, and torn to shreds by his mighty draconic frame.
  • Barrier Warrior: He always surrounds himself with a magic force-field that must be taken down before he can be harmed. You can break it by throwing a Magic Mirror. You can also attack at distance, but if you fail he casts a dangerous spell. Try to rush at him, and you knock yourself on it, losing -3 stamina, and getting automatically hit by his spell.
  • Black Mage: He knows nasty spells to fight with.
  • Climax Boss: The High Priest of the cult who plagued you throughout the story, the second-to-last boss and the second mightiest enemy of the gamebook. With skill 13 (higher than the usual maximum) stamina 16, spells that cost -4 stamina, and a Poisoned Weapon, he is a formidable foe putting most Final Bosses of the franchise to shame. Fortunately, by the time you face him you should be more than equipped to kick his scaly butt with little trouble.
  • The Dark Arts: He uses Dark Magic to perform hideous mutations on his servants.
  • Draconic Humanoid: The Bone Stalker Mage performed Titan only knows what kind of Dark Magic on himself, to become the repellent half-dragon half-man monstrosity he is today.
  • The Dragon: He is this to the Night Dragon, whom he fanatically worships. He rules the Cult of the Night Dragon, spawns its Elite Mooks and creates atrocious magical devices to awake his foul deity. Fittingly, he is the second most powerful enemy in the game.
    • He himself has his own Dragon, Scalmagzaprin, the High Priest of the Cult in Carnex, who controls the citizens through drugs in their food, but he serves as little more than an enforcer and a tough Boss Fight.
  • Dragon-in-Chief: With the Night Dragon still in slumber and mostly affecting the Dreamtime, the Bone Stalker Mage and his cult are behind all your hardships, but you only learn of his existence deep within the Very Definitely Final Dungeon.
  • Evil Is Bigger: The Bone Stalker Mage is over ten feet tall, and very, very evil.
  • Evil Makes You Monstrous: He made himself monstrous through magic, out of fanatical devotion.
  • Evil Smells Bad: As if he wasn't already disgusting enough. But well, it's hard not to reek for someone whose flesh is half-rotten.
  • Evil Sorcerer: And a very powerful one at that.
  • Evil Wears Black: A black, torn-up robe covered in silver sigils.
  • Evilutionary Biologist: He created the Draconic Stalkers, after many awful experiments on baby dragons forcibly taken out of their eggs.
  • The Fundamentalist: The Bone Stalker Mage is fanatically devoted to the Night Dragon, to the point of renouncing his humanity to make himself "worthier" of his foul deity. Talk about crazy...
  • Half-Human Hybrid: Half-human, half-dragon. He is not this by birth, instead mutating himself to become one, but he still counts.
  • Horned Humanoid: Goes hand in hand with having a dragon's head.
  • Horns of Villainy: To no-one's surprise...
  • Humanoid Abomination: Neither fully human nor fully dragon, not really living without being undead, this guy is a downright repulsive, decaying, skeletal, stinky contradiction to the laws of nature.
  • High Priest: The Bone Stalker Mage is the founder and Supreme Leader of the Cult of the Night Dragon.
  • King Mook: He is pretty much an even mightier, uglier and nastier Draconic Stalker. Justified since he fashioned them after himself, or the other way around, it's not exactly clear.
  • Large and in Charge: Huge and the leader of the cult.
  • Magic Knight: He is both a considerably powerful wizard and an expert warrior of superhuman skill.
  • Master Swordsman: The Bone Stalker Mage sure knows how to wield a sword.
  • Mook Maker: He created the Draconic Stalkers to make Elite Mooks for his cult.
  • More Teeth than the Osmond Family: Goes along with his draconic head.
  • No Name Given: He is only known by his title.
  • Obviously Evil: Goes without saying.
  • Overshadowed by Awesome: In any other book he would make a fearsome Final Boss, but compared to a being as powerful and nightmarish as the Night Dragon, let alone someone equipped to face it, he is little more than a minor inconvenience. Without the Sacred Weapons however, that's another story...
  • Playing with Fire: Before fighting, he casts a spell of Fire Threads that cost -4 stamina and -1 skill for the battle against him.
  • Poisoned Weapon: His blade is coated with a poison that costs -4 stamina instead of 2, but fortunately evaporates after three turns.
  • Religion Is Magic: Averted. He is the High Priest of a Religion of Evil and uses Dark Magic, but because he is also an Evil Sorcerer.
  • Religion of Evil: His cult enslaves populations, and performs both large scale Human Sacrifices and awful experiments.
  • Stink Bomb: The Bone Stalker Mage smells so awfully bad, that it weakens you by -1 skill when you fight him.
  • Strong and Skilled: The raw might of a dragon combined to the expertise of a warrior and a wizard.
  • Summon Magic: During the first two attack rounds, he summons red snake-spirits that cost -4 stamina.
  • Technically Living Zombie: He is alive and well, or as much as one can be in his state, but his flesh is decayed and bone-revealing like that of an undead.
  • That Man Is Dead: It is made clear that who he was as a human no longer means anything to him, if it ever did. He even relinquished his human name.
  • Was Once a Man: He used to be a normal human wizard, but he made himself "worthier" of his idol.
  • Would Hurt a Child: Would gladly submit unborn dragon babies to atrocious experiments.

    The High Priestess of Sithera 
https://static.tvtropes.org/pmwiki/pub/images/high_priestess_of_sithera.jpg
Appears in: Curse of the Mummy

The evil priestess who restarted the Cult of the Cobra, worshippers of Sithera who set out to resurrect Akharis and bring about his Curse. Her cultists and Sith's Caarth servants roam the very dangerous Desert of Skulls in search of the tomb of the evil pharaoh, and cause you trouble throughout the story. But you give as good as you get...


  • Animal Motifs: A Cobra, just like her foul idol.
  • Antagonist Abilities: She packs a mean punch with her spells, and her Poisoned Weapon can make the Boss Fight really dangerous, especially if your poison score is high.
  • Apocalypse Cult: Wanting to revive a guy whose curse would extinguish all life.
  • Apocalypse How: The High Priestess' ultimate goal is to unleash a continental, and very likely a global one, by enacting Akharis' curse to turn the entire land into a barren, desert.
  • Authority Equals Asskicking: She leads the Cult of the Cobra, and by extension Sith's Caarth servants. Though she isn't the mightiest foe in the book, she is by far the most powerful spellcaster of them all and a tough foe with a very dangerous weapon.
  • Badass Cape: Her upper body is wrapped in a cool-looking cape, and badass she is.
  • Bare Your Midriff: Her outfit, in Ancient Egypt fashion.
  • Big Bad: It is the High Priestess who does the actual villainous stuff, being behind the cultists who keep antagonizing you throughout the story.
  • Big Bad Duumvirate: Akharis is the central villain, The Heavy whose threat must be stopped and the Final Boss, but it is the High Priestess who leads the Cult of the Cobra and presides the ceremony to revive him. While technically his subordinate and much weaker than he is, she is the foe who casts deadly magic you need special trinkets to survive, something usually reserved to Final Bosses.
  • Black Mage: Magic is her primary weapon, which she even uses to make her weapon deadly.
  • Climax Boss: The second to last boss, whose confrontation starts the Climax. While much weaker than Akharis, her magic makes her equally dangerous. With skill 9 stamina 7, she makes a tough foe.
  • Cool Crown: She wears an Egyptian golden headdress.
  • Dark Action Girl: A young woman with great powers of Dark Magic, and a skilled fighter.
  • Deadly Gaze: When you fight her, she uses her gaze to drain your strength until you succumb. You can No-Sell it with an Eye Amulet. If not, you can survive but you will be severely weakened, at great disadvantage for the upcoming battles.
  • The Dragon: The High Priestess is this to Sith. Should Akharis get revived, she would have likely become this to him.
  • Dragon-in-Chief: With Sith as The Unfought Greater-Scope Villain and Akharis sealed in his tomb, she leads the cult, which she recreated herself, both to search for the tomb and to get rid of hindrances, you included. Once Akharis' mummy is brought to the Temple of Sithera, she proceeds to revive him.
  • Elective Mute: She never deigns to spare you a single word. Incantations aside, he only time you hear her voice is when she invokes her idol's cursed name as she dies, lamenting that she failed her.
    • Averted when she has you at her mercy, she taunts you before killing you.
  • Energy Absorption: If she captures you, she drains your life-force and transfers it to Akharis to revive him. Played with as she does not use it to heal herself but someone else.
  • Everyone Calls Him "Barkeep": She is only known as the High Priestess, because that's what she is.
  • Evil Eyebrows: Giving her a stern and quite menacing gaze.
  • Evil Is Sexy: A nasty villainess but a pretty young woman.
  • Flunky Boss: Before fighting you, she sics her horde of mummies on you. You need charms or fire to destroy them. Trying to take them on only gets you overwhelmed and killed.
  • The Fundamentalist: Slavishly devoted to Sith. Even in death, she only cares about her goal.
  • High Priest: High Priestess in her case.
  • Hot Witch: She is young, pretty and regal, and knows her way around magic.
  • Human Sacrifice: The idol she worship is fond of these. She plans to sacrifice you to revive Akharis.
  • Hypno Trinket: Not the High Priestess, but if you face her wearing a Malachite Amulet, it will compel you to obey her and she will kill you without needing to fight.
  • Improbable Weapon User: She fights with her staff, whose cobra-shaped head she animates to bite you as if it was a real one.
  • Kicking Ass in All Her Finery: She wears the lavish garments of high priests of Ancient Egypt, and is a dangerous fighter.
  • Lady of Black Magic: She is regal, dignified and composed, and masters deadly magic.
  • Lady of War: She is regal, dignified and composed, and holds her own against seasoned fighters.
  • Life Drinker: She drains the life-force of the victims she sacrifices. She plans to use your life-force to revive Akharis.
  • Magic Knight: She is a very powerful and dangerous spellcaster, and wields a staff in battle with impressive proficiency.
  • Magic Staff: See Improbable Weapon User above.
  • No Name Given: You never learn her name.
  • Poisoned Weapon: Not in the usual sense, but the bites of her cobra-staff are venomous, and each strike she deals adds 1 to your venom score. If it reaches 18 you are dead.
  • Religion Is Magic: She leads a cult and wields fearsome magic. Justified as she owes her powers to her vile idol.
  • Religion of Evil: She leads the Cult of the Cobra, a cult fanatically worshipping a Demon Princess
  • Sequential Boss: You first need to destroy her mummy army, then to survive two magic attacks, before fighting her upfront.
  • Squishy Wizard: She is powerful and dangerous in a direct battle, but she has a low stamina score.
  • Staff of Authority: A cobra-shaped one, which she can animate to fight.
  • Summon Magic: When you face her, she summons a demonic jackal-spirit covered in snakes, that tears you to shreds if you cannot use the power of a Falcon Breastplate, and summon a Guardian Entity to destroy it.
  • Villainous Cheekbones: Sharp features indicating a stern and imposing character.
  • Weak, but Skilled: While she is a skilled and dangerous foe in a direct battle, she is pretty frail. Clearly, it is her magic that makes her truly dangerous.

     Sargon 
spoiler 
Click here to see him in Allansia 
Appears in: Advanced Fighting Fantasy

The central villain of Advanced Fighting Fantasy, a role-playing-game set on the world of Titan comprised of three books: Dungeoneer, Blacksand and Allansia. An exception among a long list of Obviously Evil villain you are told about at the start, this one only appears around midway to the first book and the true extent of his villainy is not clear until the end of the second. Hailing from the lost kingdom of Carsepolis, Sargon is the long dead ghost of the evil High Priest of Elim, the Great Enemy: one of the three Primal Deities creators of the Planes of Existence, who strives to destroy the world and start anew.

Sargon was killed during the Chaos Wars that devastated Titan. About three-hundred years later, his ghost struck a bargain with your band of heroes tracking down the Evil Sorcerer Xortan Throg, and was resurrected upon touching the Crystal of Power he advised you to use against your foe. Alas, he wasted no time in reviving his Religion of Evil and raising an immense army, soon becoming a much bigger threat that Throg could even dream to be... Then again, there is no threat against which no hero can rise...


  • Achilles' Heel: The best (and pretty much the only) way to destroy him is to strike him with the Staff of Ashra: a weapon created by priests of the eponymous Primal Deity that obliterates anything related to Elim at contact.
  • Affably Evil: Very courteous and cordial, gives you genuine advice and keeps his part of any bargain if not more. But make no mistake, if he wants you dead he won't hesitate.
  • Antagonist Abilities: Very powerful and Nigh Invulnerable. He has such tremendous magic skill score that no spell of his can miss, and he masters very dangerous spells, ranging from weakening ones, to Baleful Polymorph, Taken for Granite and Death Ray, fighting to weaken or one shot foes instead of the usual Gradual Grinder.
  • Apocalypse Cult: Sargon and his priests seek to bring Elim back on Titan so that he can return it to the Primeval Darkness. It is said that many low ranking Elimites are content with spreading chaos and gaining power, but most of them strive for destruction.
  • Authority Equals Asskicking: A very powerful High Priest ruling a huge cult of fanatical acolytes, and an army large enough to threaten the land. Sargon might not be the most powerful of them in terms of skill score, but he is hands down the mightiest spellcaster.
  • Back from the Dead: He was long dead by the time the story takes place, but his ghost immediately resurrects when he touches the Crystal of Power.
  • Badass Beard: Big, white and bushy, befitting his age and experience.
  • Badass Bookworm: Sargon is not only very powerful, but also very knowledgeable in magical lore, in addition to being a scheming manipulator able to gain countless followers in a few months, who targets what can threaten him before moving for the kill.
  • Badass Grandpa: As old as he is powerful, which means a lot.
  • Badass Long Robe: He wears a lavish toga over ornate robes, making him look both noble and powerful.
  • Badass Mustache: Goes along with the Badass Beard.
  • Baleful Polymorph: He masters the Cockroach Spell that turns you into a bug and must be dispelled. You can resist it with a sucessful test of luck.
  • Beard of Evil: Making his Slasher Ssmile quite sinister looking.
  • Big Bad: Of the Advanced Fighting Fantasy overall. Sargon is causing all the troubles right after Xortan Throg is dealt with, and having his shadow looming over when Throg is around, even as a ghost. Especially prevalent in the third book, in which you put an end to the threat he built for the entire epic, once and for all.
  • Black Mage: He knows a crapload of spells to fight with, mostly to weaken and distract his foes, or neutralize them altoghether.
  • Cast from Hit Points: Like all mages in Advanced Fighting Fantasy, spellcasting costs him stamina.
  • Casting a Shadow: He masters the Darkness spell that covers his surroundings in pitch-black shadows.
  • Choice of Two Weapons: He and his Praetorian Guard wield swords during the Big Badass Battle Sequence, and he latter wields a dagger when fought as the Final Boss. But his first and foremost Weapon of Choice will always be magic.
  • Cool Hat: Sports quite an elaborate headwear.
  • Cool Helmet: Changes for one during the Final Battle.
  • The Corrupter: Sargon twisted many people into becoming his fanatical followers, howling for destruction.
  • The Dark Arts: He can summon and control demons, and casts all sorts of nasty curses.
  • Deal with the Devil: Played with in that you don't fully realise how evil he is and don't suffer much consequences, at least until the time comes to defeat him. He offers you a way to find and defeat the wretched Xorthan Throg, in exchange of the means of ending his ghostly undeath. It is only when he resurrects instead of crossing to the afterlife that you realise that it wasn't such a great idea. To your defence, you did not have much choice.
  • Death Ray: The Death Spell casts a black energy bolt that insta-kills at contact, and ages the caster by one year per casting.
  • The Dreaded: He starts the story completely forgotten, but by the time his reign of terror is fully established, Sargon is very much feared all around.
  • Emotion Bomb: He masters the Fear Spell and the Befuddle Spell, greatly disturbing your characters for a while. They don't last long and can be resisted by winning a test of luck, but are debilitating.
  • Evil All Along: When you meet Sargon in the first book, you know that his god is a bit ominous and deduce that he did cast a Death Spell, but he is nothing but polite and helpful, so you pay it no mind. If only you knew... It is only revealed in the following books that he was not just a bit fishy, but worse than Xortan Throg on every imaginable scale...
  • Evil Counterpart: Sargon is this to Zune, the High Priest of Ashra (Elim's greatest opponent) from the Ekaadian people: worshippers of the Old Gods who survived the Chaos Wars. Fittingly enough, it's Zune who strikes down Sargon once and for all.
  • Evil Gloating: He indulges in this during the Final Battle, taking great delight at No Selling attacks and inflicting crippling Standard Status Effects before mocking you for the results.
  • Evil Old Folks: He is very old, and very, very evil.
  • Evil Sorcerer: Played with. He is a high-priest instead of a wizard, but he masters Priestly Magic and Dark Magic, making little difference.
  • Evil Virtues: Sargon is rotten to the core something huge, but he is polite, poised and honourable. He keeps his promises and can go the extra length to reward those who help him, without screwing them in any way.
  • Eviler Than Thou: Played with since they never meet in person. Yet, Xortan Throg is but a small-fry compared to him, and he regards him as such. He speaks scathingly about him, calling him a "young idiot" and an "upstart", among other niceties.
    Sargon: "Pah! Let a man get a few spells in his head and he thinks he can do anything!"
  • Final Boss: The third book and subsequently the entire epic, ends up with his final defeat. He is a powerful foe with skill 10 stamina 15, and the tremendous magic special skill 29 (the skill he uses to spellcast). He first casts Weaken, Befuddle, Fear or Sleep, then resorts to Cockroach, Petrify or Death when push comes to shove, and uses a dagger when he cannot spellcast any longer. One-shotting the fucker with the Staff of Ashra is hands down your safest bet.
  • Final Boss Preview: If you fight him after he resurrects in the first book, he has skill 10 stamina 12, magic special skill 29 and several dangerous spells, announcing how the Final Battle will eventually unfold. Downplayed in that he distracts you long enough to escape instead of fighting back, and that he is not even established as the Final Boss yet.
  • Flunky Boss: is surrounded by the nine Elimist Commanders during the Big Badass Battle Sequence just before you settle your score with him once and for all. With skill 10 stamina 12, they make powerful foes.
  • Foil: Sargon the Black and Xortan Throg are both powerful and dangerous Sorcerous Overlords hailing from Carsepolis, with similar clothing and fighting style. But on one hand you have the High Priest who was a first class citizen and is now a continent-threatening Big Bad and Omnicidal Maniac. On the other hand, you have the Evil Sorcerer only remotely related to royalty, who is a Big Bad Wannabe obsessed by a long-gone kingdom and targetting another country for petty reasons. They both died the same way, but Sargon could resurrect and have another (much bigger) shot at villainy, while Xortan Throg has no hope left.
  • Forced Sleep: He masters the self-explanatory Sleep Spell, putting foes out of commission for a few turns. It is annoying but can be dispelled or resisted with a successful test of luck.
  • Frontline General: Sargon and his highest ranking commanders ride in battle along with his troops, laying waste in your ranks with weapon and spell.
  • The Fundamentalist: Sargon will stop at nothing to enact his god's will and destroy Titan, city after city, continent after continent.
    • Not unlike Real Life fanatics, he twists the creed of his religion to fit an extreme end. Elim is the Primal Deity of Destruction indeed, but also one of the creators of the universe who strives for perfection and wants to remake everything better. Yet, Sargon only cares for the destruction part, more fitting of worshippers of the Demon Gods Elim created. Then again, Elim is almost only remembered as the Great Enemy and his Well-Intentioned Extremist aspect is little known.
  • Ghost Lights: As a ghost, he is surrounded with an intense halo.
  • Greater-Scope Villain: Sargon plays this role in the first two books, being a powerless ghost in the first and a Hidden Villain at the root of the troubles you face in the second.
  • Hidden Villain: You never meet Sargon in the second book, and only hear of him after you discover that his cult is behind the murder you are investigating and the Brass Golem rampaging across Port Blacksand.
  • High Priest: The supreme leader of the Church of Elim. Under his impulse, it went from having only him as a member to a gigantic sect spread all across Allansia and boasting hundreds of acolytes and thousands of Mooks.
  • Hoist by His Own Petard: In his backstory. He first died by having his Death Spell reflected back at him with a Crystal of Power. He knows that Xortan Throg will try the same trick, and that you should in turn use the same protection and take it away with you to prevent him from returning.
  • Human Sacrifice: Since Sargon leads a Religion of Evil, he and his flunkies are bound to perform those, especially on prisoners.
    • In the third book, you rescue the goblin Giblet from such fate, and he becomes a reluctant ally who proves instrumental in Sargon's downfall by gaining his people's support.
  • I Gave My Word: When he gives his word, he keeps it and witholds no information.
  • The Insomniac: Justified given that Elim's dark blessing prevents him from needing rest, meaning that he can fight all night long and is immune to the Sleep Spell.
  • Knife Nut: He uses a dagger in the Final Battle.
  • Magic Knight: He is a master spellcaster, but wields swords and daggers as melee weapons with impressive proficiency.
  • The Magnificent: He is called Sargon the Black, sometimes Sargon the Dark.
  • Manipulative Bastard: He is very good in using people to do his bidding. He uses you to resurrect by posing as a friendly and helpful ghost. He also started his cult in the Wretched Hive of Port Blacksand, knowing that its corrupt denizens would be easier to sway.
  • Master Swordsman: You never face the sod head on in a Sword Fight, but he wields a sword when fighting along with his troops and with his skill 10 score, he is bound to use it very well.
  • Mr. Exposition: You learn about Xortan Throg's background, ambition and grudges from Sargon of all people in the first book.
  • Nigh Invulnerable: Elim's dark blessing made him immune to normal weapons. He can only be harmed with magic weapons and spells.
  • No-Nonsense Nemesis: In battle, Sargon targets the most dangerous foes first, specifically those who can harm him. His spells are meant to incapacitate, and if this does not work he pulls out the big guns. He only resorts to normal weapons when he can no longer spellcast. Zune, his Good Counterpart must hide the Staff of Ashra 'till the very end and sneak up on him while you keep him busy, otherwise Sargon destroys both.
    • On a larger scale, he targets the city of Kaad to find and destroy the Staff of Ashra, that is located near. He doesn't want to enact his goal before threats to his power are no more.
  • No Ontological Inertia: Averted, the Petrify Spell he cast are not lifted after his final destruction. Hinting that he might have survived for a possible return in an upcoming book... that was never made.
  • No-Sell: He takes great delight in tanking attacks that cannot harm him just to prove his power, but remains wary of attacks that can. Also, he can cast Ward Spells to negate them. Your best tactic is to throw useless attacks to distract him until Zune, High Priest of Ashra, can strike.
  • Noble Demon: He is evil and twisted, but honourable. Any help he gives is self-serving, but he never screws people over and proves pretty generous.
  • Oh, Crap!: Much to your characters' delight, he screams in pure terror when Zune strikes him down for good.
  • Omnicidal Maniac: His god wants to destroy Titan to restart creation anew. Sargon himself is determined to destroy Titan, one city at a time.
  • Our Ghosts Are Different: Sargon was doomed to roam the subterranean ruins of Carsepolis for eternity as a ghost, but he found a way to return...
  • Outside-Context Problem: The Primal Deities shaped the universe and created the gods, but left Titan to the gods after the First Battle, when it became clear that their conflict could not be settled. As of now, next to no-one even knows they ever existed, so a Religion of Evil worshipping one took most by surprise. To defeat him, you have to ally with ancient worshippers of the other Primal Deities: Ashra who championed creation and Vuh who championed balance.
  • Overarching Villain: In the first book, in which Sargon is but a ghost and Xortan Throg is the most pressing threat, and the second, in which his priests cause the troubles you face but he remains out of reach. Even then, after you meet him you can only fathom that this nasty SOB means huge trouble.
  • The Paralyzer: He masters the Hold spell that can freeze you on the spot and prevent movement for a while. You must successfully test your luck to escape it, but it can be dispelled.
  • Pet the Dog: If your exchanges with him were cordial enough in the first book, he restores the rusted sword you found into the powerful Infinity -1 Sword it used to be. No, it wasn't part of the deal, just a token of gratitude.
  • Plague Master: He causes a plague that decimates the city of Kaad.
  • Praetorian Guard: He is surrounded by nine powerful Elimite Commanders during the Big Badass Battle Sequence.
  • Pretender Diss: Amusingly, Sargon views Xortan Throg as a pathetic Big Bad Wannabe. If the heroes tell him about their mission to kill Throg, he'll rant about the foolishness of his plans and how he has no hope of ever toppling Lord Azzur.
  • Rain of Arrows: He masters the powerful Arrow Storm Spell that hurls a volley of arrows at a group of enemy, undistinguishable from an archery ambush.
  • Religion Is Magic: Being a priest gives him access to powers from his god, as well as mastery of Priestly Magic.
  • Religion of Evil: He does not worship the Demon Gods, he worships the Primal Deity who created them. Elim is more of a Well-Intentioned Extremist who wants to reset a world he regards as beyond saving, but Sargon and his followers are evil with a capital E.
  • Sequential Boss: You must engage Sargon along with his Praetorian Guard during the Big Badass Battle Sequence, before fighting the proper Final Battle against him. Even then, his bodyguards must be dealt with before attacking him, and the fight itself is a distraction for Zune to strike.
  • Shoulders of Doom: He sports those on his outfit in the third book.
  • Sorcerous Overlord: He raised a cult that quickly grew enormously influential, with a huge army to boot, threatening all of Allansia.
  • Sorting Algorithm of Evil: The last, most evil and most dangerous enemy of the Advanced Fighting Fantasy quests. Long story short, he is everything Xortan Throg craved to be and more.
  • Squishy Wizard: Sargon has enormous power and skill, but he has low stamina and old age makes him physically feeble.
  • Summon Magic: Sargon and his priests can summon powerful demons to do their bidding. The plot of the second book starts when they summoned one to kill the rich merchant named Brass who knows too much without being suspected.
  • Supernatural Fear Inducer: The aforementioned Fear Spell.
  • Taken for Granite: He masters the very dangerous Petrify spell, which decreases its target's stamina by slowly turning them to stone, becoming a statue when they die. You must successfully test your luck to escape it, but it can be dispelled.
  • They Look Like Everyone Else: Justified as you don't know his true alignment from the start. Still, refreshingly in a franchise filled to the brim with bad guys whose looks scream "eeeevil" miles around, Sargon looks like a normal old man, albeit wearing lavish robes and toga. His evil is expressed through his facial expressions more than anything else.
  • Uncertain Doom: His cult and armies are destroyed during the Big Badass Battle Sequence at the end of the third book, when he launches his armies against the city of Kaad. Sargon himself disappears in a blinding flash of light. Whether he was destroyed once and for all or could teleport away in time as he was struck down with the Staff of Ashra remains unclear. His final fate is left to the appreciation of the Game Master.
  • Undeath Always Ends: Unusually, Sargon's own ends by returning to true life.
  • Villain: Exit, Stage Left: Played with in that he is not defeated, and his villainy is just hinted, but Sargon teleports away as soon as he is resurrected and done with you in the first book.
    • It is implied that he managed to escape after his final defeat...
  • Villainous Rescue: You only learn that he is a villain long after the fact, but his ghost scaring away the Fish Men who took you prisoner as he appears to you is this in retrospect.
  • Walking Spoiler: The very fact that he is a villain, let alone the Big Bad, is a major plot twist. Hence the loads of blanked text.
  • We Have Reserves: Sargon being a priest and not a general, he has zero sense of military strategy and did not expect resistance in the Climax. As for tactics go, he is content with having his Mooks Zerg Rush foes while he and his Praetorian Guard cast spells. Uncouth but efficient. Don't think he lacks caution though.
  • Weak, but Skilled: Sargon is a frail and feeble old man, but his enormous mastery of Priestly Magic makes him formidable nonetheless.
  • Weapon of Mass Destruction: Sargon and his priests experiment to build them. In the second book, the Priests of Elim build a towering Brass Golem in Elim's likeness to serve this purpose: A titanic monster with skill 10 stamina 30, with 2 attacks per turn and powerful Damage Reduction (-2 damage and the Mighty Blows, double dice roll usually lethal, deal normal damage.) It can pretty much only be destroyed by striking its heart or navel with projectiles. Two successful tests of luck to reveal and strike the heart, one for the navel.
  • What Could Have Been: The hints that he survived the decisive battle were meant to tease a possible Sequel Hook, but the project was scrapped.

Others

    Captain Bloodaxe 
https://static.tvtropes.org/pmwiki/pub/images/bloodaxe.jpg
Appears in: Demons of the Deep

Captain Bloodaxe is a vicious, overweight pirate captain commanding the ship known as the Troll. One day, he attacked the peaceful merchant ship you were working on as a seasoned sailor, sinking it and slaughtering everyone, but taking you knocked-out and captive, for you fought valliantly and killed many pirates. The sadistic prick feigns to congratulate you and to offer you a place in his crew, then states that he will let you live and escape, with your supplies. This being said, he pushes you overboard but by an unbelievable stroke of luck, you end up in a magical pentagram that gives you gills for a day, near the lost city of Atlantis. Now is your chance to explore your underwater surrounding, searching for a way to take revenge on him...


  • Asskicking Equals Authority: Bloodaxe is the best fighter of his crew by a large margin, and they all obey him. But when scared enough, they don't hesitate a second to bacsktab him hoping to save their wretched skins.
  • Badass Beard: He has a wild, bushy beard, and is a powerful fighter.
  • Badass Normal: He might be a mere human instead of the more impressive giant sea monsters you will face, but remains among the most powerful foes encountered, if not the most.
  • Beard of Evil: Such bushy, unkempt beards are rarely sported by Nice Guys in fiction...
  • Big Bad: The vile pirate captain whose crew slaughtered your own and who sent you to your watery doom, whom you strive to kill in Revenge.
  • Carpet of Virility: His chest and belly are covered in hair.
  • Cool Hat: He wears the black tricorn ornate with skull and bones of pirate captains.
  • Cycle of Revenge: You and Bloodaxe perpetue this, as he throws you to the sea to get back at you for killing his men, and you spend the story finding a way to make him pay for slaughtering your crew. Then again, you have the moral high ground, for you were just minding your own marine business when he attacked you.
  • Disproportionate Retribution: He tries to kill you in an especially dickish way, for the vile crime of killing pirates in self-defence. How dare you? Could you not let yourself be killed like a good victim?
  • Dressed to Plunder: His clothing is much less lavish than the classic pirate captain of fiction, but still a typical pirate outfit.
  • Fan Disservice: There are way better-looking men. To say the least...
  • Fat Bastard: He is as overweight as he is vile.
  • Faux Affably Evil: Bloodaxe has nothing but praises and honeyed words when speaking to you. He adresses you like an old friend and genuinely respects your fighting skills, but this is just an act to better Troll you with false hopes. In fact, he loathes you for killing his men and wants to go the extra mile to get back at you.
  • Final Boss: Bloodaxe is the Big Bad and the last enemy you will face. You cannot face all his crew on your own and need magical help. Whether he has men left to fight you with or not, he is a powerful enemy with skill 11 stamina 12.
    • Played with in that depending on how you led your quest, you can kill him without fight. Either by sinking his ship, or by overwhelming his crew with skeleton warriors. If so, there will either be no Final Battle, or the Final Boss will be the Sea Dragon (skill 10 stamina 24) or the Kraken (skill 10 stamina 30). Powerful, but less than he is, though much more durable, and Skippable Bosses themselves.
  • Flunky Boss: He is backed-up by his men, If you don't have enough skeletons to slaughter his crew.
  • For the Evulz: Not only leaving no survivor is not really necessary, but sending you to drown while making you believe 'till the end that you will be spared was completely fruitless and even wasteful. Bloodaxe is just that twisted, getting his kicks by slaughtering people and trolling them.
  • Gonk: Fat, ugly and with scarce teeth, Bloodaxe is not a pleasant man to look at. Not at all.
  • Humans Are the Real Monsters: You fight Fish Men, you fight a Sea Dragon, you fight a Kraken, but the Big Bad of the story and the vilest foe you will face is a pirate captain who did it all For the Evulz.
  • It's Personal: Your goal throughout the story is not to merely get back to shore and live another day, oh no. Your goal is to kill Bloodaxe and all his crew for what they did to you and your fellow sailors.
    • Bloodaxe himself has had a bone to pick with you from the very beginning, for killing many of his men.
  • Kick the Dog: Throwing you to drown was bad enough, but making it look like he would spare you, and going as far as giving you back your sword and food was especially dickish.
  • Master Swordsman: He is a very good fighter.
  • Meaningful Name: Played with, as it figures a violent and dangerous man revelling in slaughters, and that he is. But contrary to what the name would lead you to believe, he does not fight with an axe.
  • Moral Myopia: When Bloodaxe kills your crew it's fair game, when you kill his men it's a hanging offence.
  • Names to Run Away from Really Fast: Does "Bloodaxe" inspires you to trust him? If so you might not live very long...
  • Obviously Evil: Just look at him...
  • Orcus on His Throne: He does absolutely nothing for the entire story, being content with sailing his ship. Justified in that they just looted a ship and don't need more for now.
  • Pirate: His job's description.
  • Pirate Booty: Bloodaxe looted an enormous fortune in treasure chests. If you can take it after exacting your Revenge, you won't be complaining. Don't go salvaging treasure after the ship is sinking, the spell will wear out and you will drown. In the Golden Ending, you seize his ship and his entire treasure, sailing towards you future rich and powerful.
  • The Pirates Who Don't Do Anything: They don't do much during the story proper, but still averted as they viciously slaughtered your crew.
  • Purple Is Powerful: He wears a purple jacket, and is a strong fighter and the leader of a dangerous pirate crew.
  • Rape, Pillage, and Burn: How Bloodaxe and his crew operate. They are villains and meant to be reviled, not idealized misfits enjoying freedom at sea or other romanticized drivel...
  • Sadist: How else can we explain his needless Kick the Dog feats?
  • Scary Teeth: His smile reveals a disgusting sight of oversized teeth overlapping with gaps, doubtless due to dubious dental hygiene, or scurvy as it was common at sea in medieval times. Yuck!
  • Sinister Schnoz: He is a vile, rotten piece of work, sporting a big, ugly potato-like nose.
  • Skippable Boss: You can finish the game without fighting him, by summoning a Grimlet Fish or a Sea Dragon to sink his ship, drowning him and his entire crew, or summoning enough skeleton warriors from Black Pearls to overwhelm his crew. He still tries to fight but they snuff him out themselves to plea for mercy.
  • Troll: The sod just relishes in messing with people's heads for shit and giggles. That's even the name of his ship for crying out loud!
  • Villain Respect: He might loathe you, but he admires your fighting prowesses in earnest.
  • Villainous Valour: Say what you will about how loathsome he is, but he is a scum with guts. Even when your horde of skeletons is slaughtering his crew, he still tries to fight. Yet, his men kill him themselves, hoping for mercy.
  • Walking Shirtless Scene: He only wears a pirate jacket over the waist. But being fat, hairy and generally unpleasant to look at, it's not a pleasant use of the trope.

    The Night Dragon 
See its entry on the The Pit page under Demonic Generals

    Sharcle 
https://static.tvtropes.org/pmwiki/pub/images/sharcle.jpg
Appears in: Eye of the Dragon

You meet this shady man-orc in a tavern, looking for a treasure hunt that could make you rich. He introduces himself as Henry Delacor and tells you about a big golden dragon statue, in a dungeon beneath the dangerous Darkwood Forest. Such a treasure could make the both of you as rich as a lord, and you eagerly accept to venture in the dungeon and share the benefits. He then dares you to drink poison, leaving you two weeks left to live, and will only give you the antidote if you succeed. You will snatch the treasure and get rich allright, but you'll be damned if you let this creep see the colour of a single copper coin...


  • Aerith and Bob: Henry Delacor is a name one could come across in Real Life, contrary to the fantasy-sounding ones much more common on Titan.
  • Ain't Too Proud to Beg: He snivels and grovels pathetically for his worthless life, like the pitiful coward he is, after you wound him. In vain...
  • Anti-Climax Boss: You risked life and limb in an incredibly dangerous dungeon and fought horribly tough monsters, including the Gigantus, a Great Black Dragon and a Hell Demon. And your last trial is... an absolute wimp merely of strong Mook level and way easier to take down. What. A. Joke.
  • Badass Cape: Subverted. Sharcle wears a nice looking Cape, but badass he is not.
    • Then again, he did explore the dungeon and successfully reached the golden dragon statue, which is no small feat. Though considering the character, he might have sneaked past monsters and used tricks.
  • Big Bad: The main villain of the story, who covets the treasure but does not want to get his hands dirty and refuses to share.
  • Blackmail: He won't give you the antidote of his poison if you don't risk your life to gain the treasure for him.
  • Bond Villain Stupidity: Poisoning you really was unneeded, as you already agreed to work with him and share the loot. Especially considering it was but a bluff.
    • You in turn prove Too Dumb to Live by drinking it as a dare after he tells you it is poison, likely not believing him. To be fair, who could be neeedlessly petty as to poison a willing associate? The answer is Sharcle.
  • Bow and Sword, in Accord: Sharcle first tries to kill his foes at distance with a crossbow, before fighting with a sword. He handles them with much less proficiency as many other examples of the trope though.
  • Bows Versus Crossbows: He prefers the crossbow, fitting the trope as he is the Big Bad and a cowardly piece of trash.
  • Call-Back: A Big Bad who sends you in an incredibly dangerous dungeon to get the fortune you earn, incurring your staunch hatred in the process, before dying a Karmic Death by your hand and generally being an utterly vile Smug Snake, calls into mind Lord Carnuss from Trial of Champions.
  • Carrying the Antidote: Sharcle tells you that he has the antidote to the poison he gave you, and will only let you have it if you bring him the golden dragon statue.
  • Con Man: He makes a living tricking and scamming people, sending them on wild goose chases for him or plain blackmailing them.
  • Dirty Coward: He uses blackmail and countless other nasty tricks to send people take the risk in his stead, and begs pathetically for his worthless life when wounded.
    • Before the Final Battle, he offers the antidote hoping to avoid a fight with you. Which could have worked had he not been too much of a dick for his own good and shot Littlebig, triggering your Unstoppable Rage.
  • Evil Is Petty: The lengths he would go to avoid risking himself in the dungeon and to avoid sharing the loot is staggering.
  • Evil Plan: Find a powerful adventurer that can get in the dungeon and get the golden dragon statue for him, and kill him when he succeeds to get it all for himself. None too bad, but as pointed out pretty much everywhere in this list, he needlessly poisons you and confronts you openly instead of opting for more stealhy way while he is much weaker than you, veering straight into Stupid Evil.
  • Fat Bastard: He is an overweight man, and an absolutely revolting creep.
  • Faux Affably Evil: Sharcle speaks with business-tone and a thin veneer of polite friendliness, but this is but an act. To his core he is a smug, sneering scum. Even before his treachery is unveiled, he dares you to drink poison for no reason at all.
  • Final Boss: Far and away the lousiest one in the entire franchise. He has only skill 8 stamina 8, which is good for a common monster but laughable for even a secondary villain, and he goes down in two hits.
  • Fur and Loathing: He is an abhorrent piece of work and his Cape is ornate with fur.
  • Good Hair, Evil Hair: His long slicky hair fit his villainous nature.
  • Greed: He covets the most precious treasure of all Allansia, and would rather kill the ones who risked life and limb to get it rather than share a single copper coin.
  • Half-Human Hybrid: Half-orc, half-human.
  • Hate Sink: Arguably the vilest, slimiest, smarmiest, most disgusting piece of crap of the entire franchise, which is saying a lot. This lying, scamming, thieving, cowardly, spiteful, smug SOB is made to inspire nothing but a burning contempt and loathing. And he succeeds.
  • In the Hood: How he enters the inn where you meet him.
  • It's Personal: For poisoning you and blackmailing you after you agreed to work for him, and for shooting Littlebig before the Final Battle, let's just say it is no surprise that you want him dead. And no-one would hold it against you.
  • Karmic Death: Sharcle spends the story gloating that he has you at his mercy and wants to kill you and Littlebig to get the golden dragon statue for him alone. Thus it is intensely satisfying to see him beg for mercy and rebuking him, as he is the one who ends up dead while you and Littlebig get rich beyond your wildest dreams.
  • Kick the Dog: As if needlessly poisoning you and taking Littlebig prisoner for torture was not bad enough, shooting Littlebig definitely earns him your burning hatred.
  • Ludicrous Precision: He hazards a guess that the golden dragon statue is worth 335000 gold coins. How can he be so precise is never explained.
  • Master of None: Sharcle is a Con Man, an adventurer, a swordsman and a crossbow shooter. Still, he is merely slightly above average with weapons, which won't get him far in a World of Badass such as Titan, needs you to do the adventuring, and his conman plans leaves too much to be desired.
  • Master Swordsman: Greatly downplayed. He is objectively a decent swordsman, but leagues away from being a threat to a seasoned sword-for-hire such as you.
  • Non-Action Big Bad: Downplayed as he knows how to fight, but he is absolutely no match for you. No Sharcle, crossbow or not, a fatso with hardly a battle training is no match for a seasoned warrior who just survived one the most dangerous dungeons in Allansia, full of unforgivingly powerful foes.
  • Obviously Evil: You could not see it when you first meet him due to his hooded cape covering him entirely, but when you get a good look at him, it is clear that he cannot be trusted as far as you can throw him.
  • Our Orcs Are Different: Orcs in Fighting Fantasy are your typical evil humanoid warriors and standards Mooks. Sharcle however, is only half-orc.
  • Race Against the Clock: You have only fourteen days left to live due to the poison, so you must hurry bringing back the treasure to Sharcle. Think of it as a punishment for being dumb enough to drink something that you were told was poison. Except there was no poison in the first place, which the Legendary Mage Yaztromo deduces in three seconds in the ending.
  • The Red Baron: He is best known as Sharcle.
  • Sinister Schnoz: Sharcle sport a nose as big and ugly as he is.
  • Small Name, Big Ego: He is just a lowly Con Man, but he talks like he is a big game Diabolical Mastermind, while being faaaaaar less intelligent than he fancies himself to be.
  • Smug Snake: Without a doubt the worst offender in the franchise. He fancies himself as a genius schemer and has ten times the arrogance but none of the smarts. Not by a stretch. His plan is incredibly simple and leaves too much to random, yet he is convinced that everything will occur All According to Plan. (Spoiler: they don't.) Other Smug Snakes at least have power, influence, smarts, and fighting skills to back up their overbloated ego. This one has not.
  • Stupid Evil: Dear Titan, where to begin? The pointless poison blackmail to someone who agreed to take the risk and share with him? Attacking you upfront while he does not stand the ghost of a chance against you while he could have shot you stealthily with his crossbow? Both? More?
  • Too Dumb to Live: Is it still needed to expand exactly how his plan and every action was beyond stupid?
  • Villain Ball: As anyone could easily gather by this point, he has it glued to his hand for the entire story. And has a second glued to the other hand just to be sure he would not miss...
  • Villains Want Mercy: He begs you to spare his life after his ignominous defeat at your hand, but you won't have any of it and leave him to bleed to death without a single glance back. Good riddance!
  • Villainous Widow's Peak: His balding head form this with the hair he has left on the forehead.
  • You Have Outlived Your Usefulness: He pulls this on Littlebig as soon as you exit the dungeon with the treasure, shooting him without hesitation. Too bad for him that was the last straw and you jump at him howling for his blood.
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