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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 Khul: one of the three continents of the world of Titan, called "the Dark Continent" due to the colour of its soil and the mark of evil that devastated it during the nightmarish Chaos War, devastating it and reducing it to small kingdoms and city states surrounded by hostile wilderness. It serves as a Fantasy Counterpart Culture of the Middle East, China and Japan.

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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

    Bezenvial 
https://static.tvtropes.org/pmwiki/pub/images/king_bezenvial.jpg
spoiler 
Appears in: Black Vein Prophecy

The despicable tyrant of the Isles of Dawn, the Fantasy Counterpart Culture of Ancient China. Fifty years before the start of the story, three powerful wizards known as the Triurge attacked his palace and destroyed his rule, but not before he made his twin sons Human Popsicles so that one could one day rise and take back his throne, after his enemies would be gone. As his son Feior has awoken and is about to topple the kingdom, and with his son Maior unaccounted for, future will tell whether his prophecy comes true...


  • 0% Approval Rating: Bezenvial was a loathsome dictator, ruthless, violent and reviled by pretty much everyone save from his sons and his High Priest. His downfall is still regarded as the best thing that could happen to the Isles of Dawn.
  • All-Encompassing Mantle: He wore one when he was alive.
  • Antagonist Abilities: His invulnerability to attacks and magic, control of winds and Mental Time Travel powers make him fearsome. Though you can (and must) use the latter to your advantage.
  • Asshole Victim: The country and the world at large owe a big thanks to the Triurge for blasting the sod into smithereens.
  • Attack Reflector: Don't cast spells against him, or you will get destroyed by your own magic.
  • Badass Armfold: The pose he is depicted in in the flashback.
  • Badass Cape: We never got to see how badass he exactly was, though he clearly was an Evil Sorcerer of not inconsiderable power, and he wore a lavish, royal All-Encompassing Mantle when alive.
  • Big, Screwed-Up Family: between the tyrannical father being the Greater-Scope Villain, the evil brother being the Big Bad and the heroic brother being The Hero, his line more than qualifies.
  • Black Eyes of Evil: As a spirit, his eyes are pitch-black and void-like. He is described as quite normal looking in the flashbacks.
  • Blow You Away: He controls winds, and will make you plummet down a cliff to your doom with a huge gust of wind, if you cannot destroy him for good.
  • Braids of Barbarism: Played with. Bezenvial sports his hair in many long, thin braids gathered at the back of his head, but while powerful, barbarian he was not. Not by a stretch.
  • The Caligula: Not so crazy, but definitely vicious, twisted and rotten to the core. His rule was but a nightmare to the kingdom.
  • Deader Than Dead: His final, well-deserved fate. No one would waste a single tear for him.
  • Evil Eyebrows: Casting a creepy shadow over his eyes.
  • Evil Sorcerer:
    • Zig-zagged, Beznvial clearly has magic powers as evidenced by his lingering spirit, and each son of his is a considerably powerful Magic Knight, but whether he himself masters magic or gets his power from something else is left unexplained.
    • The sequel The Crimson Tide confirms that he mastered magic, and was enough of an expert to develop his own techniques. Which Maior, now the Big Good and The Good King uses to solve your quest, out of gratitude from unmasking his treacherous advisor.
  • Ghostly Gape: As a spirit, his mouth is wide open like in a twisted angle, seemingly full of emptiness...
  • Greater-Scope Villain: He is the reason behind Feior's invasion, but he does not directly influence the plot. Even his surprise appearance after you defeat Feior is more of a way to tie-up the remaining plot threads than a real Boss Fight.
  • The Heavy: Without him, there would have been no plot whatsoever, no Big Bad, and no hero even!
  • Hero's Evil Predecessor: Bezenvial was the king of the Isles of Dawn like you will become. But suffice to say that your idea of the job vastly differs from his own. Not to mention that you'll have to settle your score with him before getting that cosy throne.
  • I Have No Son!: When he attacks you, he tells you to your face that he sees you as a disgusting disgrace for siding with his enemies. But you could not care less, as you already rejected him for quite a while, and you defeat him for good shortly after.
  • Luke, I Am Your Father: Maior, I am your father. Though by the time you confront him, you have known this for long.
  • Mental Time Travel: He sends your spirit back to your child body, to relive the moment he put you to slumber. You must find a way to escape while glancing at your future (the present battle) to safely escape. Beware, for botching things can send you back through time to the very beginning of the story.
  • Nice Job Fixing It, Villain!: Thank you for appearing Bezenvial, now we can destroy Feior's deadliest weapon and you along with it, which would have been impossible at worst, considerably harder at best had you not showed up.
  • Nigh Invulnerable: Nothing you can dish out will do anything against his spirit when he attacks you. Defeating him is a matter of making the right choices.
  • No-Sell: All your attacks mean little more than ant bites to him.
  • Not Quite Dead: Bezenvial is long dead and gone, but his spirit remains on the Earthly Planes, though he can only manifest himself through one of his sons, unable to directly threaten his former kingdom any longer.
  • Offing the Offspring: He appears to kill you after you defeat Feior, as a revenge for betraying his legacy.
  • Our Spirits Are Different: He manifests as a gigantic dark cloud, shaped like a snake prolonged by his own face when you confront him at the end. It turns out that he can still manifest on the Earthly Planes through his sons.
  • Post-Climax Confrontation: He appears as a spirit after you defeat Feior, forcing you to destroy him for good.
  • Posthumous Character: Bezenvial is long dead and gone by the time the story takes place, but with Feior running amok, his shadow still looms over the Isles of Dawn In more ways than one.
  • The Prophecy: The entire story revolves around the titular Black Vein Prophecy he uttered, according to which his kin will once again become king of the Isles of Dawn, after his sons awake.
  • Prophecy Twist: His son Maior, (you in fact) does become king after defeating Feior, since the last king of the dynasty that succeeded Bezenvial died in battle. But you rule as a wise and noble king, instead of a wretched tyrant like your father was.
  • Puzzle Boss: He makes you relive the moment you were sealed as a child. You must avoid detection and find a globe that shows the future (in fact your battle against him), and shout a warning to your future self, before being found and put to slumber. You will then hear your own warning and dodge the Sturramak, the mighty draconic monster that Feior used as his major asset. The Sturramak will then collide with Bezenvial's spirit, destroying them both and winning the game.
  • Royally Screwed Up: There are many ways describe Bezenvial and his line, but "sound of mind" and "fit to rule" are not in the list. Until one of them gets better.
  • Screw Destiny: You spend the entire story doing just that, playing as Bezenvial's son Maior, who got mysteriously purged of the evil of his bloodline, ridding the Isles of Dawn of your father's blight.
  • Seer: Bezenvial had to have some ability to foretell the future, since he uttered the Black Vein Prophecy and bet everything he had left on it.
  • Snakes Are Sinister: The dark cloud that is the manifestation of his spirit first appears as a gigantic snake.
  • Social Darwinist: He clearly values power over all, and is hinted to have set his twin sons to fight to the death to see who would reign rather than cooperate.
  • Sorcerous Overlord: A tyrant with magic powers.
  • Strong Family Resemblance: His sons are his spitting image.
  • Thanatos Gambit: The entire plot is one that he devised, hoping that with him dead, his sons presumed dead and his kingdom in shambles, the Triurge would leave without investigate, while his sons would grow into powerful successors fit to seize back the throne with the Triurge gone or too old to do anything.
  • Villainous Cheekbones: Bezenvial sported those when alive.
  • Walking Spoiler: The sheer amount of blanked text gives enough indication.

    Ishtra 
See his entry on the The Pit page under The Snake Demons, Rulers of the Pit

    Lord Mortis of Balthor 
https://static.tvtropes.org/pmwiki/pub/images/lord_mortis_of_balthor_5.jpg

The evil ruler of Stayng Island, who came very close to taking over the Arrowhead Archipelago, two hundred years before the start of the story. He fell in battle against the Legendary Hero Qadarnai, wielder of the magic, elven-crafted Ivory Spear. And now he returned from the grave, took over Stayng Island, and threatens the archipelago once more, having struck an alliance with the bloodthirsty Chaos Pirates. But another hero is sent by the Varradian Alliance ruling the archipelago, to take him down once and for all...


  • 24-Hour Armour: Never seen without his antiquated, tarnished silver armour.
  • Achilles' Heel: As any undead, he is highly vulnerable to the Ivory Spear of Quadarnai, which cost -4 stamina to undeads instead of the regular 2. You can use it to slay him without fight.
  • All Your Base Are Belong to Us: He takes over Bloodrise Keep, the citadel of the governor, to use it as his evil lair.
  • Antagonist Abilities: He exudes a powerful Aura of Fear, that weakens you and can decrease the damage you deal, which against such a foe means real trouble. Fortunately, he lacks it when fought at full power.
  • Aristocrats Are Evil: Mortis jumped the gap from Feudal Overlord to Evil Overlord in one go.
  • Back from the Dead: He was killed two hundred years ago and has now returned, though as an undead.
  • Badass Cape: A long, black cape billowing behind him.
  • Big Bad: The ruthless undead overlord dead set on destroying the Varradian Alliance and turning all who resist into his undead slaves.
  • Blue Blood: A man of noble descent, and a downright monster in more ways than one.
  • Cannot Cross Running Water: Being undead, rivers and seas are unsurmountable obstacles to Mortis and his troops, hence his alliance with the Chaos Pirates who have the boats he needs.
  • Carry a Big Stick: He uses a huge mace as his Weapon of Choice, with considerable proficiency.
  • Cool Helmet: Complete with horns and an impressive-looking black tassel behind.
  • Crippling Overspecialization: His undeads are only meant for warfare, forcing him to keep living slaves for the menial tasks.
  • Despotism Justifies the Means: Dark Lords like him are never satisfied with what domain they already rule. They always want more and more and more...
  • The Dreaded: Everyone is terrified of Mortis, especially in Stayng Island where he is based, plaguing the lives of its denizens.
  • Elite Army: Mortis commands a battalion of the fearsome undead Knights of Alptraum summoned from the nether world: two hundreds powerful Elite Mooks with skill 10 stamina 9 each.
  • Even Evil Has Loved Ones: Morris cares enough about his wife Lady Lotmora to raise her as a powerful and sentient vampire, free to establish her own power base. He has something to gain from it of course, but she rules by his side in life and in death.
  • Evil Gloating: Not directly to you, but Castellan Braxis, the governor he overthrew and is holding captive, reports that he indulged in this. It leads to his downfall, as he boasted about his dam, a crux of his plan and a possible key factor in his final demise.
  • Evil Sorcerer: He is a very powerful wizard, but the warlord aspect of his character gets more focus.
  • The Faceless: Mortis always hides his face under his helmet. You do see his face as you destroy him, but it is only said that he is so ugly and makes such a Game Face in the throes of agony, that seeing it turns your hair white.
  • Feudal Overlord: He started out as the ruler of Stayng Island. And then...
  • Final Boss: One who can be confronted in two different places. You can kill him without fight with the Ivory Spear.
    • If you exit the fortress and head to the Dam of Bones, he exits in turn to confront you personally. He has skill 10 stamina 20 and weakens you with his Aura of Fear, costing -1 skill and risking diminishing the damage you inflict if you lose a test of resolve, making him a powerful and dangerous enemy. You can destroy the Dam to kill him without fight.
    • If you head to the throne room, night falls by the time you reach him and he will fight at full might. Oddly but fortunately, he lacks his Aura of Fear, but with skill 11 stamina 20, he is powerful enough to give you a run for your money even without it.
  • Fog of Doom: He weaponizes it and summon ghastly mist to kill you when you enter his throne room, if you were not stealthy enough.
  • For the Evulz: Pretty much everything he does outside planning and enacting conquest is to act like a dick for shits and giggles.
  • Frontline General: He leads his troops to the battlefield, and confronts you himself instead of sending his phalanx of skeletons to Zerg Rush you when you fight him on the dam.
  • Genius Bruiser: Mortis is a fearsome warrior, but also a very powerful wizard and a talented strategist.
  • Glowing Eyelights of Undeath: His only visible feature.
  • Hand Blast: Mortis never uses it against you, but in his backstory, he killed the hero Qadarnai with a dark energy blast.
  • Hoist by His Own Petard: The Dam of Bones sure comes in handy. For him to come and go out of his keep, for you to destroy it and obliterate him in the ensuing tidal wave.
  • Horns of Villainy: Ornating his helmet.
  • Keystone Army: As soon as you kill him, his undead soldiers start shambling around and dying again.If you kill him by destroying the dam,, the undead soldiers destroy themselves by setting fire to the citadel, and their liberated souls fly to the Afterlife under the shape of hundreds of white birds.
  • Kill It with Water: Like every undead, Mortis greatly fears running water. If you use the Charm of Unbinding to destroy the Dam of Bones when you are facing him there, the released river will sweep him away and destroy him without fight.
  • Knightly Lance: He bears one when he exits Bloodrise Keep on horseback to fight you on the Dam of Bones. But this is just for a (rather cool) illustration, since he ditches it for his trusty mace as soon as he sets foot on the dam.
  • Made of Iron: He has lots of stamina, which makes him quite tough to take down.
  • Magic Knight: Mortis is a very powerful sorcerer, but when it comes to fighting, he needs nothing more than his mace.
  • Meaningful Name: "Mortis" evokes death, and he is undead.
  • Monster Lord: Mortis is this to every undead you will face. That is to say roughly 90% of the battles.
  • Monster Progenitor: He has the nasty habit of raising all of his victims as undeads.
  • Mutual Kill: How Mortis died two-hundred years ago, struck down by the Ivory Spear just at the same time as he struck down the hero Qadarnai with a dark energy blast.
  • Names to Run Away from Really Fast: A necromancer named Mortis, how nice does that sound?
  • The Necromancer: A consummate expert of the field.
  • Night of the Living Mooks: How he "recruits" his troops. Made all the gloomier in that everyone he kills will soon rise under his command.
  • Obviously Evil: Who would be keen on spending time with a Tin Tyrant in a black cape with creepy Glowing Eyelights of Undeath?
  • Our Liches Are Different: He is described as a lich, and fits the bill by being a very powerful undead necromancer. But he lacks the Soul Jar of classic ones and is presented as a Tin Tyrant warlord.
  • Race Against the Clock: If Mortis makes his junction with the pirates, the Varradian Alliance is pretty much doomed.
  • The Red Baron: The Lich Lord.
  • Sadist: He passes time torturing and tormenting prisoners, keeping them alive to toy with.
  • Sealed Evil in a Can: Mortis became an undead lich immediately after his death, and only the Ivory Spear still piercing his corpse, prevented him from rising and starting a second reign of terror. Then came a Too Dumb to Live grave-robber, who even without knowing his story should have known that putting the spear out of the ominous looking corpse in an Obviously Evil armour was not a smart move...
  • Shoulders of Doom: Ornate, imposing and creepy.
  • Silver Has Mystic Powers: Averted. Mortis has the traditional weaknesses of undeads to daylight and running water, but not to silver. Heck, he wears a 24-Hour Armour made of the stuff and he could not care less.
  • Skeletons in the Coat Closet: His shoulder pads are shaped like skulls.
  • Skippable Boss:
    • Wherever you confront him, you can kill the sod without fight by successfully throwing the Ivory Spear at him. But miss and the battle becomes harder.
    • Mortis is too powerful to be affected by the Charm of Unbinding, but if you cast it on the Dam of Bones, poof! No more dam and Kill It with Water ensues.
  • Slouch of Villainy: He is shown sitting on his throne normally when confronting him in the keep, but he does so in illustrations showing him on a throne carried by skeletons And he does so wearing an armour!
  • Sorcerous Overlord: While many villains of the franchise are Evil Sorcerers ruling a domain and an army of monsters, this one is more of a warlord who happens to be a master of Dark Magic on the sides.
  • The Strategist: He is touted as a formidable one, and given the alliance he strikes with pirate fleets and how he organizes his armies, he has strong credentials.
  • Summon Magic: He summons a dangerous Skull Beast, neither alive nor undead from the other side of the Veil.
    • His Fog of Doom attack is full of phantasmal hands ready to rip foes to shreds.
  • Supernatural Fear Inducer: Mortis and his undeads exude an Aura of Fear that can weaken you if your determination is not strong enough.
  • Take Over the World: Downplayed, he "just" targets the Arrowhead Archipelago. Though it is hinted that he covets the rest of the continent of Khul.
  • Throwing Your Sword Always Works: Throwing the Ivory Spear at him can destroy him without fight. But if you fail you lose the Weapon of X-Slaying for the Final Battle.
  • Timed Mission: You have one week to reach Bloodrise Keep, before his undead troops join with the Chaos Pirates, leaving a deserted citadel.
  • Tin Tyrant: He is clad in a silver armour of ancient design.
  • Too Important to Walk: Downplayed as he can and does move by himself, but illustrations depict him sitting on a creepy throne carried by four skeletons.
  • Undeath Always Ends: For him and for all his soldiers.
  • Unholy Matrimony: He was married to an equally evil noble lady named Lady Lotmora, whom he made into The Dragon after his return, turning her into a Classical Movie Vampire. She is the second hardest enemy of the game, but nothing more than a tough Boss Fight, and a Skippable Boss at that.
  • Villainous Valour: Calling him loathsome is a hell of an Understatement, but him going to face you upfront during daytime, when he is not at full power takes guts. Sure he cannot fathom defeat, but still.
  • Weakened by the Light: He and his undeads are weaker during daytime.
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     Xakhaz 
https://static.tvtropes.org/pmwiki/pub/images/xakhaz_3.jpg

An evil archmage who long ago founded the twisted cult of the Howling Gods and gained power in the city of Zagoula, devastated by the Chaos Wars. He turned the residents into a fanatical cult and invaded the continent of Khul, only to fall in battle against the Legendary Hero Skarlos, and was sealed under the city of Neuberg. His fanatical servants just took control of Neubourg and help him swarm it with awful creatures. But an old friend of the lord of Neuberg, will put a dent in his plans...


  • Achilles' Heel: Since he's an undead fuelled by magic, the Trident of Skarlos is more than happier to sink itself over and over again into his hideous body.
  • Antagonist Abilities: His enormous stats are well over the normal maximum, making him next to invincible with normal means.
  • The Archmage: He bears the title and given his immortality and creations, he sure has the power.
  • Ax-Crazy: Xakhaz is stark raving mad, and extremely dangerous.
  • Bald of Evil: At least now, though given the extent of his mutations, this is the least creepy thing about this guy.
  • Big Bad: The ultimate threat you must eradicate in order to save Neuburg.
  • Bio Manipulation: Xakhaz's signature power. He does it through Black Magic of the worst, foulest kind.
  • Body Horror:
    • What he loves to inflict to his victims.
    • His current aspect is a gigantic, walking pile of Body Horrors, going out of his way to gather as many corresponding tropes as he can for a truly repellent result. And the worse being that he is proud of what he has become. Proud for crying out loud!
  • Body of Bodies: His current form is a repellent amalgamation of human and animal corpses patched together.
  • Combat Tentacles: His main form of attack: either "normal" ones, tipped with claws, or even ending in fanged mouths.
  • The Corrupter: Xakhaz corrupted the entire population of Zagoula, destitute and suffering from their city's destruction. He twisted their desperate needs into greed and hatred, making them a fanatical army that still worships him centuries after. Even though he's buried deep under Neuberg, his ill presence still extends all the way to the surface, twisting people's mind.
  • Creepy Long Fingers: Going hand-in-hand with the trope below.
  • Creepily Long Arms: The three arms on his left size are so long that they reach the ground, and appear boneless for further creepy factor, one looking almost liquid.
  • The Dark Arts: Xakhaz excels in those, using and abusing them in all his twisted experiments.
  • Despotism Justifies the Means: He strived to take over the continent of Khul and impose his twisted religion to everyone. He still does but what he would make of it after centuries of festering madness would be even uglier...
  • The Dreaded: People never forgot the damage he caused centuries ago, and the prospect of his return rises no enthusiasm.
  • Eldritch Abomination: Downplayed to to his mortal origin and artificial nature but still.... Just look at his current form on the picture. This hideous, grotesque, shapeless, deformed, twisted, shambling, festering, biology-defying, logic-shattering... thing goes as close to a genuine Lovecraftian Horror as can be and plenty unsettling.
  • Evil Gloating: He boasts about his power and "artworks" for most of his dialogue...
  • Evil Is Bigger: His new makeshift body towers over 13 feet, and he is as evil as he is hideous, which means a lot.
  • Evil Sorcerer: Xakhaz was this at first, and still is in some ways but has become something much, much worse.
  • Evilutionary Biologist: He specialises in creating horribly twisted Animalistic Abominations and Humanoid Abominations, and causes atrocious mutations on unfortunate people.
  • Extra Eyes: He has six pair of eyes on two of his tentacles, just to mention those located on what can evoke a face.
  • Eyes Do Not Belong There: Covering his body.
  • Facial Horror: Self-inflicted. This should be clear by now, but beauty is the least of this nutcase's problems.
  • Faux Affably Evil: He taunts you under a transparent veneer of cordiality before you confront him. But when you destroy him, his still living face can do nothing more than cursing a blue streak at you, helpless to prevent being sealed away for good.
  • Final Boss: An enormously powerful foe with skill 14 stamina 32 (2 over the regular maximum in the former, 8 in the latter). Without the Trident of Skarlos, you stand no chance in a regular fight. The trident raises your skill scores and deal enormous damage, and the Talisman of Loth cost him -1 skill. With both, you can defeat him without much Trouble. You also have means to destroy him without a fight or drastically weaken him.
  • High Priest: The founder and supreme leader of the cult of the Howling Gods and the Khaz Priesthood. With every priest adding "Khaz" at the end of their name.
  • Holy Burns Evil: The Talisman of Loth weakens him.
  • Holy Hand Grenade: You can infuse an orb of green glass with the Talisman of Loth's light to create one. If you successfully throw it at his ugly mug, the blast of holy light reduces him to ashes. If you fail to obliterate him, you can still deal crippling damage that make the Final Battle considerably easier, costing him -4 skill and -23 stamina.
  • Humanoid Abomination: He was human at first and retains a vaguely human-shaped upper body atop the repellent, indescribable monstrosity he has become.
  • Knight of Cerebus: Xakhaz is one of the most awful and disturbing villains of the series, which is saying quite a lot, and plagues the story with a creepy, nerve-wracking atmosphere, not to mention among the most disturbing foes faced in a gamebook.
  • Large and in Charge: The humongous, hideous leader of the vile Khaz Priesthood.
  • Leaking Can of Evil: Senyakhaz provides him with the means to create his new body and awful monsters, and to spread his influence through her.
  • Mad Artist: He regards his horrendous creations as works of arts, and scorns you for not appreciating them. Crazy we tell you...
  • Malevolent Mutilation: As you gathered, he really gets his kick in inflicting those.
  • The Man Behind the Man: He's this to Senyakhaz, The Dragon, who is this herself to Baron Tholdur.
  • Mind Rape: Xakhaz and his creations are so ungodly atrocious that the mere sight of them affects your sanity. If your willpower score becomes too low, you run the risk of losing your mind as well as the game.
  • Mix-and-Match Critter: Literally. He created his new body with all the body parts he could find.
  • More Teeth than the Osmond Family: All of his many, many mouth reveal sets of sharp fangs.
  • Multi-Armed and Dangerous: Xakhaz is covered in arms of all shape and size, sporting enormous claws.
  • Narcissist: As if creating his own cult, in which the adepts revere him almost as much as they worship his foul idols, was not enough. Naming all his priest after him, and waxing lyrically about his genius and "wonderful" creations clearly show that this guy's greatest love is his own self. Eeewww!
  • Natural Weapon: Enormous fists, claws, pincers, Combat Tentacles, fanged mouths... The sod's spoilt for choice.
  • Nightmare Face: What used to be a human face is now a permanent one, a twisted caricature of human traits deformed by manic expressions.
  • One-Winged Angel: Played with as you never see him transform, for he built himself a new, mightier and monstrous body between his defeat and now. Still one of the most ghoulish examples in the entire series. Even the Demon Princes look pleasant compared to him.
  • Religion of Evil: His cult dedicated to the Howling Gods is, in short, an utterly depraved, fanatical and violent sect, as well as a factory of nameless and twisted horrors from beyond the veil. Whether the Howling Gods really exist or were made out by Xakhaz is left unexplained, but it is hinted that this is in fact an even more twisted than usual worship of the Dark Gods and Demon Princes.
  • Resurrective Immortality: Xakhaz's body can die but his soul cannot. He has to create himself a new body to fully be reborn, though.
  • Sealed Evil in a Can: Being dead (at least in body) and buried deep under Neuberg Keep. Then Senyakhaz managed to awaken him.
  • Shout-Out: His creation and his entire character, all warped and maddening beyond belief, are clearly inspired by the works of H. P. Lovecraft.
  • Skippable Boss: You can destroy him without fight should he prove too powerful for you. If you can fill a globe of green crystal with the light of the Talisman of Loth and successfully throw it at him. If you fail completely, it explodes without harming anyone, but if you win a test of luck he is grievously wounded and much easier to fight straight on.
  • Sorcerous Overlord: An undying Evil Sorcerer who controls a Religion of Evil, the entire dead city of Zagoula and an army of monsters. Not to mention the city of Neuberg through Senyakhaz. He used to control all this himself, but now rules by proxy due to being a Sealed Evil in a Can.
  • Take Over the World: Downplayed, as he only (ahem) covets the continent of Khul, but even a city under his control is still waaaay too much.
  • Too Many Mouths: His body is covered with mouths, including one on the knee of one of his four disproportionate legs.
  • The Undead: He is one of the most hideously twisted and atrocious sort, being an undying soul incarnate in a huge pile of sewn-together corpses who can only function through his dark magic.
  • Vertebrate with Extra Limbs: He still retains a... somewhat human-looking torso, loosely keeping him in the vertebrate category, and has far too many appendages.

Conquerors and Warlords

    Feior 
https://static.tvtropes.org/pmwiki/pub/images/feior.jpg
Appears in: Black Vein Prophecy

A very powerful warlord with vast magic powers, whose immense armies threaten the Isles of Dawn. He is one of the twin sons of the evil king Bezenvial, out to restore his father's rule as tyrannical as he was.

Fifty years ago when he was a child, three highly powerful wizards known as the Triurge were taking down Bezenvial's rule. Knowing that his time had come, the tyrant put his two sons in a magical slumber, during which they would grow up to adulthood and have their power reach its peak, so that one of them would one day take back the throne. Feior awoke and raised an enormous army, ready to fulfil the titular Black Vein Prophecy. But his twin brother Maior is unaccounted for, and prophecies are not known for their accuracy...


  • Affably Evil: Feior is quite cordial and friendly with you when you meet him before the Final Battle. He clearly regards you as inferior to him, but he values you as a potential right-hand.
  • And I Must Scream: If he casts Shangshuo, the Power of Locking on you, he takes your paralyzed but still conscious body to ornate his future throne room. To show you for the rest of your life how a true heir of Bezenvial shall rule.
  • Antagonist Abilities: Feior perfectly masters the unique spells of the Isles of Dawn, better than you, and uses them for great effect during the Final Battle.
  • Authority Equals Asskicking: Feior's fighting skills and deadly magic makes him the mightiest fighter in his army. While one of his officers is much better than him in battle, his powers keep him firmly on top.
  • Badass Bookworm: A learned prodigy in magic and strategy, as well as a very skilled fighter.
  • Baleful Polymorph:
    • Biantai, the Power of Mutation, forces a Fusion Dance between the target and their surroundings, causing an awful, excruciating and debilitating mutation. It can be countered by Tiao He, the Power of Harmony.
    • He can turn you into a metal coin during the Final Battle. You can do it as well, but you must turn him back to normal to avoid the bad ending, and you have a 50/50 chance of suffering the same fate and losing the game, or draining his power and defeat him in the process.
  • Benevolent Boss: Judging by the high esteem and Undying Loyalty his vassals show for him, he treats his men well.
  • Big Bad: The Sorcerous Overlord coming close to take over the country with his forces. Who can only be defeated by his twin brother Maior.
  • Big Brother Bully: Flashbacks hint that Feior was this to his brother Maior in their childhood. And he definitely gives this vibe in the way he taunts you when you settle your score.
  • Big, Screwed-Up Family: between the tyrannical father being the Greater-Scope Villain, the evil brother being the Big Bad and the heroic brother being The Hero, Bezenvial's line more than qualifies. See also Royally Screwed Up below.
  • Braids of Barbarism: Played with. He is no barbarian, but he wears his long hair in many long, thin braids gathered at the back of his head. And he is a powerful general that could cower many a barbarian army.
  • Breath Weapon: Baopo, the Power of Disruption, fires a devastating bolt of pure heat from his mouth, scalding enough to melt rocks. Riposting with a Baopo of your own sends you both plummeting to your doom in the chasm. It can be countered with Shangshuo.
  • Brought Down to Normal: He loses all his powers after you defeat him in the Golden Ending.
  • Cain and Abel: He is your twin brother and the Big Bad, dead set on honouring his father's legacy of tyranny, while you, Maior, are The Hero dead set on averting the Black Vein Prophecy.
  • Cool Helmet: A bit on the gaudy side but quite impressive, figuring a crown.
  • Cool Sword: He had one as a child that he always kept with him. He is depicted wielding one as an adult, but the narration states that he fights with a dagger.
  • The Dark Arts: Feior is gifted enough to bind a freaking Kaiju to his will, and can conjure dark forces.
  • Despotism Justifies the Means: He intends to take over the Isles of Dawn, and restore his late father's despotic and twisted rule.
  • The Dreaded: Everyone in the Isles of Dawn is deathly afraid of Feior and his forces. Everyone but the boy king Poo Ta, delusionally fancying himself as invincible just for being the king, much to his generals' dismay. In case you're asking, yes, the twerp king is as Too Dumb to Live as he sounds and ends accordingly.
  • The Dutiful Son: A villainous example. He wants to honour the legacy of his father by being as rotten a ruler as he was.
  • Evil Eyebrows: His own cast shade on his sunken eyes.
  • Evil Is Hammy: He is pompous and grandiloquent, but underestimating him would be the last mistake you would make in your life.
  • Evil Sorcerer: Feior is never referred to as a wizard in story, but he is a consummate master of magic.
  • Evil Twin: Literally. He is your twin brother and a nasty piece of work.
  • Fashion-Victim Villain: His armour is luxurious, but a bit on the gaudy side. At first glance, you'd be hard pressed to take him seriously, but only until you witness how deadly he is on the battlefront.
  • Final Boss: The last enemy fought in the game, and a challenging one. The battle unfolds as a Wizard Duel and a Puzzle Boss.
  • Foil: He and his brother could not be any different. Feior being the evil twin who follows your evil father's footsteps, while you are the heroic champion of the Triurge, the wizards who toppled your father's tyranny and task you to finish the work. You face him in a Wizard Duel, to see who of you masters the spells of the isles best. Even their Meaningful Names illustrate the contrast.
  • Four-Star Badass: Feior leads an enormous army, outnumbering the royal forces ten to one, and is a very powerful Magic Knight.
  • Frontline General: He leads his troops from the front lines and fights along with them, only leaving when things go south to turn back the tide in his favour with The Dark Arts.
  • Human Popsicle: Feior was placed in a magical variant as a child: While the Triurge were destroying his kingdom, Bezenvial put him in a magical slumber in a sarcophagus, where he would grow up to adulthood and master his powers, until the time he could topple the new king and take back the throne. While Feior awoke and followed the path his vile father set for him, his twin brother Maior woke up amnesiac, purged of the evil of his line, and his quest to discover who he was would lead him to defeat his brother and avert the Black Vein Prophecy, by becoming king but ruling fairly.
  • I Shall Taunt You: Feior spends the entire Final Battle taunting and mocking you.
  • If You Kill Him, You Will Be Just Like Him: Literally. The reason why you cannot just skewer him through where he stands after defeating him. If you do, go get instantly corrupted by your evil bloodline and replaces him as the tyrannical Overlord Jr..
  • Knife Nut: He fights with a dagger and is no pushover. In a direct battle, he has skill 9 stamina 14, which considering that the maximum skill score here is 10 instead of the usual 12, makes him a deadly foe. But fighting him like this only leads to the bad ending.
  • Locked in the Dungeon: His final fate in the Golden Ending is to end his life in jail. While you, his brother becomes king, but rule as a wise and benevolent ruler instead of a tyrant.
  • Luke, I Am Your Father: Maior, I am your twin brother.
  • Magic Knight: Feior is deadly with magic, and not so slouch with weapons and strategy.
  • Master Swordsman: He clearly is this, given the sword he carried around in his childhood, but as an adult he prefers daggers as his Weapon of Choice.
  • Meaningful Name: Feior's name sounds like "fear", fitting his role as The Dreaded and the Big Bad. Maior's name sounds like "major", i.e. "the greatest" fitting the one who rose above his cursed legacy.
  • Names to Run Away from Really Fast: Again, a guy basically called "fear" cannot be pleasant to be around.
  • No-Sell: Feior can dispel the magic you use against him. But then again, so can you.
  • Overlord Jr.: The son of a powerful and vile Evil Overlord. This one does not seek to second his father, but to restore his rule with him on the throne.
  • The Paralyzer: Shangshuo the Power of Locking, paralyses the targets and leaves them conscious.
  • Post-Climax Confrontation: After dealing with him, you must destroy Bezenvial's spirit and finish off the Sturramak. By letting them collide.
  • Puzzle Boss: Fighting Feior involves essentially figuring out what spell can counter each of his own, and how to defeat him without killing him.
  • The Red Baron: He is known as the Dark Son of Bezenvial. Exactly What It Says on the Tin but still ominous.
  • Right-Hand Attack Dog: A fantastic example of the trope taken Up to Eleven. He controls an enormously powerful, giant draconic monster known as the Sturramak as his major asset. It breathes devastating energy blasts, spawn’s purple leeches that can decimate a squadron and absorbs magic. It has skill 11 (1 point over the maximum here) stamina 25 (1 over the maximum), making it a deadly foe. Avoid fighting it no matter what, otherwise you have no way to fully win the game.
  • Rightful King Returns: A villainous aversion. He sees himself as this, aiming to topple the current kingdom and succeed his tyrannical father, before ruling as viciously as he did.
  • Roaring Rampage of Revenge:
    • Feior is dead set on destroying every trace of the kingdom that succeeded his father's own.
    • His return is in fact a Revenge By Proxy and Thanatos Gambit by Bezenvial, who kept him as a Human Popsicle until he grew-up into a Magic Knight powerful and evil enough to take back the throne.
  • Royal Blood: The guy is a prince by blood and would be satisfied by nothing less than being king.
  • Royally Screwed Up: There are many ways describe Bezenvial and his line, but "sound of mind" and "fit to rule" are not in the list. Until one of them gets better.
  • Sequential Boss: You must counter spell after spell before finding an opening. How much sequences you will face depends on what you chose and how you fight.
    • First you must survive his Baopo spell casting Shangshuo. Then survive Biantai by casting Tiao He. Now it's your turn and you must cast Biantai to force him on defence. If you can then summon the Genie Izkhao, who knocks Feior out and gives you victory. Otherwise, you must cast Shangshuo but help him before he gets paralysed (or get corrupted and suffer the bad ending), and turn him into a metal coin with a final spell. Finally, you must flip the coin to turn him back to normal but break his power to capture him. If you succeed, all is well that ends well, if not he "returns the favour" and you lose.
  • Shadow Archetype: Feior represents what you would have become, had you not been purged of the evil of your bloodline. You must avoid becoming like him at all costs.
  • Sibling Yin-Yang: He is evil, ambitious, hammy and quite over-the-top, while Maior is heroic, generous, subdued and rather down-to-earth.
  • Signature Move: Feior's favourite attack is the highly powerful Baopo spell. He casts it often for deadly effect.
  • Sorcerous Overlord: Like Lord Mortis before him, Feior is more of a warlord who masters magic than a wizard subjecting hordes of monsters to his will through the Dark Arts.
  • The Strategist: Feior is an excellent strategist, whose overwhelming numbers and Right Hand Attack Dragon are the least of his military assets. He uses archers for a Rain of Arrows first, turns his enemies' forces, encircle them, ambushes them, among others. You must not only recruit troops to face his own, but also organize them to be able to face the threat. Don't recruit mercenaries or he buys them off and they slaughter you. If you did not stole his battle plans, you are done for.
  • Strong Family Resemblance: He looks like a clone of his father and his twin brother of course, but that was to be expected.
  • Take Over the World: Downplayed, for he (cough) merely (cough) covets the Isles of Dawn.
  • Tin Tyrant: Feior is clad in an oriental suit of armour. A rather gaudy one, but efficient nonetheless.
  • Trial-and-Error Gameplay: You cannot know what spell can best counter his own until you try. And he will cast many.
  • Villainous Cheekbones: Like his father, his cheeks and facial features are very sharp.
  • We Can Rule Together: If you meet Feior before the Final Battle, he offers to make you The Dragon and let you rule by his side. You know, being brothers and all that. If you accept you are both killed by the evil-destroying McGuffin you were carrying. If you refuse, he kills you on the spot.
  • "Well Done, Son!" Guy: He follows his father's footsteps and gladly embraces his vile heritage.
  • Wizard Duel: You fight him casting the spells of the Isles of Dawn, countering his own and using magic to defeat him.

    Ikiru 
See his entry on the Pit page under Greater Demons.

    Jaxartes 
https://static.tvtropes.org/pmwiki/pub/images/jaxartes.jpg
Appears in: Fangs of Fury

Once the wisest and mightiest mage of south-west Khul, leader of the local Mage Order, Jaxartes got corrupted when delving too much into The Dark Arts, and was banished. He gained the allegiance of the mighty warlord Ostragoth the Grim, whose formidable armies are threatening the land, and moves to destroy the city of Zamarra and kill the Mage Order he belonged to, before taking over the continent. He is depleting the fire of the titular volcano, the Fangs of Fury, powering the magic Dragon Statues that make the city unassailable, the only thing that could destroy his forces, and times run low before the city's defences are destroyed. But the king and the Mage Order just recruited one warrior who could thwart is plans...


  • Affably Evil: Jaxartes is rotten to the core but speaks with perfect courtesy, and even his taunts show an amount of respect.
  • Antagonist Abilities: A powerful Magic Knight you cannot defeat in a straight fight, who can grow gigantic and cast vicious spells. The volcano is indeed your only hope, not only against his forces but against him as well.
  • Archenemy: He is this to Astragal, the new leader of the Mage Order. He swore to kill him and Astragal is the one who sends you on your mission while he is busy defending the city.
  • Attack Animal: He sics his two pet wolves on you if you are captured and brought before him. Fortunately, your allies launch an attack to force him on the front lines, before he can do worse.
  • Authority Equals Asskicking: Jaxartes is the mightiest Mage Warrior you will fight. He used to be the most powerful mage of the Mage Order and their leader.
  • Badass Beard: He sports a rather impressive one and sure is powerful.
  • Badass Bookworm: Jaxartes is a seasoned expert in magic, a very clever mastermind, and is more than able to kick your ass in battle.
  • Badass Long Robe: Fitting the Evil Sorcerer shtick.
  • Badass Teacher: Only implied, but Jaxartes's order of powerful Mage Warriors could only have learnt their Magic Knight fighting style from him, the best mage and best Master Swordsman among them.
  • The Battle Didn't Count: Literally. After you best him in a fight he merely gets back up, laughs, dusts off his clothes and teleports away. Justified since you cannot harm him with a sword.
  • Beard of Evil: He sports a long, bushy dark beard.
  • Black Mage: As expected of an Evil Sorcerer Big Bad, Jaxartes masters nasty attack spells.
  • The Chessmaster: Jaxartes displays great cunning and his Evil Plan is much less straightforward than it seems. He directs Ostragoth's invasion of the land and breaks the magic protecting Zamarra to enable his attack. He knows the secret of the volcano and deduces the nature of your mission, sending his Elite Mooks always one step ahead of you to kill your potential allies before you reach them, and putting a bounty on your head for good measure. And he planted a mole in his enemies' ranks, to gain intel and cause distrust, before sending him to lead you into a trap.
  • Cool Pet: This guy just tamed two freakin' wolves.
  • The Dark Arts: Delving into forbidden knowledge is dangerous, and he paid the price. He now masters them, but lost himself along the way.
  • The Dark Side Will Make You Forget: Jaxartes is now a Card-Carrying Villain hellbent on killing the Mage Order he used to lead and conquering the land he used to protect.
  • Despotism Justifies the Means: He wants power for the sake of power.
  • Dishing Out Dirt: He casts a spell causing a cave in before the Final Battle. If you lose a test of luck you end up crushed under the rubbles. If not, you still get grievously wounded, losing -2 skill and -6 stamina. Fortunately, you don't need your skill score to fight him, but you might miss the lost stamina.
  • Evil Counterpart: To Astragal.
  • Evil Genius: He might be a nasty sod, but he sure is a very smart and crafty nasty sod.
  • Evil Gloating: Jaxartes indulges in this when he has you prisoner, and especially when he snuffs out the volcano at the end.
  • Evil Sorcerer: A staple of the series.
  • Fallen Hero: He was once a wise Benevolent Mage Ruler, but had a Face–Heel Turn.
  • Final Boss: The last enemy you face in the game, as per tradition. But the Boss Fight is a Puzzle Boss instead of a straightforward battle. Instead, you'll try solving an enigma while tanking his attacks.
  • Final Boss Preview: You can encounter and fight Jaxartes before the Final Battle. He has skill 10 stamina 12, making him a powerful foe, but your blows don't affect him and your victory merely prevents him from killing you. Yet, the final fight unfolds very differently.
  • Fireballs: His attacks are not exactly described as such, but still give this vibe.
  • Foil: As the former ruler of the Mage Order who became a Big Bad Sorcerous Overlord, he failed to protect the realm to which Astragal is devoting himself to as the Big Good Benevolent Mage Ruler.
  • Giving Someone the Pointer Finger: Does this to you on the illustration, either threatening you or showing his Cool Pet wolves their next meal.
  • Good Witch Versus Bad Witch: Jaxartes and his Mage Warriors play a male version against Astragal and the Mage Order.
  • In the Hood: He wears his hood over his head, though as he faces you directly on the illustration, the creepy effect is quite lost.
  • Laser Blade: His Mage Warriors wield Battle Wands that create an energy blade on the tip, which he very likely devised himself, though he never uses one himself. Fighting his goons without one costs you -2 or -3 skill unless you wield a Battle Wand as well.
  • Magic Knight: Jaxartes and his Mage Warriors are powerful mages as well as proficient fighters.
  • Magic Wand: Jaxartes wields one on the illustration.
  • Make My Monster Grow: Jaxartes grows giant before the Final Battle.
  • Master Swordsman: An expert with the blade, able to take on the best warriors.
  • Meaningful Name: Fitting the gamebook's historical Theme Naming, Jaxartes is the Ancient Greek name of the Syr Darya river.
  • The Mole: He has one working for him in the city of Zamarra, right into the court of King Elidor. He provides intel for his master and works from the inside to weaken the city's defences. It's Chancellor Snuffserk, and Jaxartes sends him lead you to a trap, making it look like that Astragal has been captured.
  • No-Sell: If you happen to confront Jaxartes in a Sword Fight, you do win attack rounds normally but don't harm him.
  • The Paragon Always Rebels: He was the best and wisest of the Mage Order, until his fascination with forbidden knowledge led to his Face–Heel Turn.
  • Pitiful Worms: He calls you a "feeble scum" upon meeting you, in the middle of his Evil Gloating. He does not compare you to an insect, but to something even lower.
  • Playing with Fire: He attacks you with fire blasts during the Final Battle. You can resist a blast with a Black Cube, or lose -4 stamina.
  • Praetorian Guard: The Mage Warriors of Jaxartes serve as this. A group of powerful, Black Cloak clad Magic Knights, expert in wielding Battle Wands, whom he sends to the most difficult missions. They are led by the Dark Action Girl Jinxana.
  • Puzzle Boss: Literally, as you spend the confrontation withstanding his attacks while solving a numerical problem on the magic White Cube covered with keyholes, to reactivate the volcano and roast him alive. If you got the clue and the key, it's quite easy, but if not good luck to find it. You must try each keyhole one after the other, while he blasts you with fire at each attempt. Trying this without the slightest clue, and you risk running out of Black Cubes and Life Meter before you can figure it out. The correct keyhole is 18.
  • Recurring Boss: You can face Jaxartes several times before the end, though he only fights you in one of these occurrences. And the last Boss Fight is nothing like the others.
  • Roaring Rampage of Revenge: He really wants to destroy the Mage Order, and the entire city with them just because it stands in the way of his vengeance.
  • Shout-Out: Hard to say if it's intentional, but being In the Hood and Laser Blade-wielding Magic Knights, Jaxartes and his Mage Warriors call into mind the Jedi from Star Wars. The gamebook was written before Sith Lords became mainstream with the Prelogy though.
  • A Sinister Clue: He holds his Magic Wand in his left hand.
  • Sinister Scimitar: His Weapon of Choice when it comes to armed battle.
  • Sinister Surveillance: He can see you and often taunts you through Telepathy during the course of your mission.
  • Size Shifter: Jaxartes can change sizes at will, and uses it to grow giant for the Final Battle.
  • Sorcerous Overlord: A powerful wizard who rules a huge army and seized most of the land.
  • Take Over the World: Downplayed. Jaxartes only (cough) aims to take over the continent.
  • Telepathy: He can communicate with his servants and perceive their calls through his mind. He speaks to you this was on occasions.
  • Villain: Exit, Stage Left: Performing this is quite convenient when you can teleport, as he does when you defeat him in a Sword Fight.
  • Villain Teleportation: He uses this often, but never in battle.
  • Wizard Beard: A classic.
  • Wizard Classic: Jaxartes was this prior to his Face–Heel Turn, complete with the wand, the robe and the beard, and remains a cut-out standard-looking Evil Sorcerer.
  • You Are Too Late: The Climax happens in the heart of the volcano powering the city's magic defences, which you were tasked to revive, but which he just extinguished. As he finds out the hard way, it is indeed too late to prevent the fire to be put out, but not too late to reactivate it.
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    Morgana 
https://static.tvtropes.org/pmwiki/pub/images/morgana_2.jpg
Appears in: Masks of Mayhem

One of the few female Big Bads of the franchise, Morgana is a very powerful and evil witch who resides in the dangerous Krill Garnash mountains. She assembles the Twelve Sigils representing all aspects of creation, with which she could gain power over all things. She created eleven immensely powerful Giant Golems, each imbued with the power of a Sigil, and all she needs is the twelfth Sigil to create her final Golem and make them fully unstoppable. As the King of Arion, one of the many kingdoms she threatens, you cannot let this happen...


  • Amazonian Beauty: Morgana is quite beautiful, but lithe and physically fit, with a slender yet powerful built. This is evidenced by the illustration, which depicts her jumping into battle in an almost feral way.
  • Antagonist Abilities: A mighty witch and a dangerous fighter with a powerful Damage Reduction.
  • Badass Boast: As arrogant as she makes it sound, when Morgana boasts to your face that her plan worked and that she can recreate in a finger-snap the Golems you just destroyed, she is right.
  • Badass Bookworm: Morgana is an expert witch, skilled enough to harness the divine power of the Twelve Sigils and create the mightiest golems in existence, an exceptional (if catastrophic) breakthrough in itself. Not to mention a very tough Black Mage to fight.
  • Badass Long Robe: She wears a robe cut for ample movements (like the jumps, dodges and strikes required in battle), adorned with many jewels.
  • Big Bad: The evil witch who threatens to unleash eldritch forces upon Khul, and must be stopped at all costs.
  • Black Mage: Morgana fights with magic and needs nothing else.
  • Cool Crown: She is depicted wearing a nice diadem in the illustration.
  • Curse: Morgana casts a curse on you to decrease your stats, when she taunts you in your dreams.
  • Damage Reduction: Any wound you inflict her deals only -1 stamina instead of the regular 2.
  • Dark Action Girl: Like any self-respecting Final Boss, she can fight good. A real witch all right, with a capital W as much as a capital B...
  • The Dark Arts: She displays considerable skills with these, creating incredibly powerful golems from corpses.
  • Despotism Justifies the Means: She plans to take over the entire continent and spread mayhem all over, just for shit and giggles.
  • Did Not Think This Through: It never occurred to her that you could learn the truth about the Twelve Sigils, and as such realize that your mission is a trap. To her credit, there was no way you could know it and she could not foresee that you would meet The Omniscient Big Good Vashti the Ageless. Also, there was no way you could have stood a chance against her golems on your own, hence getting supernatural help from beyond the Veil.
  • The Dreaded: Morgana is feared all across the region, even by her servants.
  • Dream Walker: Morgana appears to taunt you in your dreams at the beginning of your quest.
  • Evil Eyebrows: Making her quite sinister looking.
  • Evil Gloating: Morgana indulges in this in both of her interactions with you. She gives a vital clue about her accomplice in it. She is too certain of her victory to care about it.
  • Evil Is Hammy: She sure loves Chewing the Scenery and does it with abandon before the Final Battle.
  • Evil Is Sexy: Downplayed, as Morgana is indeed beautiful but a bit too much on the wild side to be really alluring. The narration never mentions her to be as beautiful as other villainesses of the franchise.
  • Evil Plan: Using a powerful McGuffin and controlling unstoppable creatures are textbook standard plans to Take Over the World for Evil Overlords, and she plans to combine both. The way Morgana intends to get the final Sigil deserves mention. She has her secret second in command (your own court wizard Ifor Tynin) send you to defeat her in what looks like a standard Fantasy quest, but is in fact a trap. They want you to die against the golems you would not be able to defeat, to take your helmet bearing the final Sigil, and turn your corpse into the final golem.
  • Evil Sorcerer: A rare female example. Played straighter than a ruler, but played quite well.
  • Faux Affably Evil: Morgana speaks to you in a mock formal way, but openly taunts and scorns you at the same time.
  • Femme Fatalons: Bearing pointed nails, fitting her feral style.
  • Final Boss: Morgana fights you when you reach her lair and destroy her Golems. She is very powerful, with skill 11 stamina 6, and her Damage Reduction compensates her laughable stamina score, making her a very tough foe for anyone without max stats.
  • Golem: Morgana created eleven of them, imbued with the power of the Sigils. They are in fact the undead corpses of the former bearers of the Sigils, nightmarishly transformed. And she plans to do the same to you.
  • Gotta Catch Them All: Morgana is collecting the Twelve Sigils, by capturing and killing everyone bearing them (each representing a distinct trade). She only lacks the last and most important one. It's yours, the Sigil of Royalty.
  • Hot Witch: A bit too much on the feral side, but still a beautiful woman.
  • Lady of Black Magic: A regal and (over)confident woman, and a powerful spellcaster.
  • MacGuffin Delivery Service: She covets you, the bearer of the Twelfth and most powerful Sigil, to turn you into her last golem and gain power over all creation.
  • Manipulative Bastard: Or bitch in that case. Leading you into a trap disguised as the standard Fantasy quest is quite well played.
  • Meaningful Name: She is named after one, if not the most famous Evil Sorceresses of all fiction. Namely Morgan Le Fay, a stock Fantasy Villainess Older Than Print.
  • Nothing Can Stop Us Now!: Morgana's state of mind since the very beginning, culminating during the Final Battle. The "us" has its importance.
  • Post-Climax Confrontation: Right after killing her, if you did not learnt the truth you get stabbed from behind by the traitor, Ifor Tynin. The same fate awaits you if you cannot deduce the traitor's existence and identity. (Which, for veteran readers of the franchise should be glaringly obvious.) The true challenge is about unmasking him, for he is pitifully weak foe you will mop the floor with.
  • Praetorian Guard: Her Golems serve as the last line of defence between you and her, and are far too powerful for you to face head on. If you cannot summon an army of ghosts to dispatch them, you are screwed.
  • Pride: Morgana is much too overconfident for her own good, gloating about her victory before even facing you, and mocking your destruction of her Golems as meaningless. So much certain to win that she does not even bother to hide details of her plans.
  • The Red Baron: Morgana is feared all around as the Fell Sorceress of Krill Garnash.
  • Rock Monster: Her golems are gigantic and massive stone humanoids with Glowing Eyes of Doom, with the Sigil they are born from glowing on their forehead.
  • Saying Too Much: "Our plan"? "We"? What are you babbling about you hag? Could you mean that you have an accomplice?
  • Scary Teeth: Morgana seems to have pointed teeth on the picture. Feral we tell you...
  • See the Invisible: Before fighting her, you are warned that the Cloak of Temporary Invisibility would be useless against her.
  • Shout-Out: To Morgan Le Fay herself, from Arthurian Legend. See Meaningful Name above. Not only her name, but she opposes you, The Hero and The Good King, who bears a special artefact setting you apart from other rulers.
  • Smug Snake: Considerably powerful, pretty clever, and a world-threatening Sorcerous Overlord, but as Luke Skywalker would say, her overconfidence is her weakness.
  • Sorcerous Overlord: A witch queen who rules Krill Garnash and controls all sorts of monsters and evil beings around through sorcery and fear.
  • Squishy Wizard: Squishy Witch, to be precise. Morgana bears great power and skill, but very low stamina. She is aware of it, and she did cast protective magic on herself to lower it.
  • Take Over the World: Downplayed, since she covets the continent of Khul instead of the entire world, but still...
  • Too Many Belts: At least five. Evil Witch fashion it would seem...
  • Weak, but Skilled: Despite lacking raw strength, Morgana is very agile, nimble and considerably skilled with magic. The narration even lampshades that her vast power more than compensates her lack of strength.

    Orghuz of Gorak/The Malice 
See his entry on the Pit page under Greater Demons.

    Shanzikuul 
Appears in: Master of Chaos

Oddly enough, Shanzikuul is the only villain of the franchise never depicted in any illustration.

A powerful and demented Evil Sorcerer, rumoured to be immortal. He was killed three hundred years ago during the Chaos Wars, in which the Demon Princes invaded the world, but now he is back. He based himself in the ruins of the lost city of Kabesh in the continent of Khul, and stole the Staff of Rulership, from the Mage Order of the Old World, planning to use it for his nefarious goals. But a warrior was sent to retrieve it...


  • Affably Evil: He is very polite and genuinely friendly, welcoming visitors warmly. As long as they play by his rules of course, if not he becomes much less personable...
  • Antagonist Abilities: Shanzikuul has superhuman stats and uses many very powerful magic trinkets.
  • Antagonist Title: The gamebook's title refers to his main alias.
  • Artifact of Doom: The Staff of Rulership he stole is the mightiest Staff of Power ever created: An indestructible Magic Wand of enormous Evil that can unite and control the forces of Chaos. A dark wizard of Shanzikuul's calibre could use it to Take Over the World with ease.
  • Back from the Dead: Shanzikuul was resurrected through unknown means. Given his final fate, demonic intervention is implied.
  • Badass Boast: He gloats that he can make pretty much everything he wants into reality, and he is not bragging.
  • Badass Bookworm: One of the only mages skilled and powerful enough to wield the Staff of Rulership to its fullest potential.
  • Badass Long Robe: Shanzikuul wears a black robe ornate with silver runes and sigils, fitting the powerful Sorcerous Overlord he is.
  • Ballistic Bone: If you give him enough time to use the Staff of Rulership, he first conjures a wall of bones on which you crash and automatically lose -4 stamina.
  • Benevolent Boss: The only good thing that can be said about Shanzikuul is that judging what he offers you, he treats his followers well.
  • Big Bad: The Evil Sorcerer who stole the Artifact of Doom planning to Take Over the World, and must be defeated.
  • Combat Tentacles: If you give him enough time to use the Staff of Rulership, his second attack is to conjure a tentacled... thing that costs -3 stamina if you cannot dodge them.
  • Continuity Nod: Being a powerful Magic Knight and Sorcerous Overlord with Reality Warper powers, prone to Evil Gloating and living in a luxurious subterranean palace, Shanzikuul calls into mind Mordraneth, the Big Bad of Keith Martin's first book Stealer of Souls.
  • The Dark Arts: Shanzikuul is expert in dark magic, monster creation and demonology.
  • Despotism Justifies the Means: He seeks world domination to feed his ego and lord over people.
  • Dissonant Serenity: Shanzikuul raves about violence, tyranny and subjugation of millions in a genial tone, as if saying that he enjoys the weather. This is the first of many hints that "unhinged" is the kindest thing that can be said about him.
  • Dragged Off to Hell: After you kill Shanzikuul, a demon appears to take his soul to the Pit. And he deserves every second he will spend there.
  • The Dreaded: Everyone who remembers him or knows about him is intensely scared of him.
  • Elaborate Underground Base: Shanzikuul is established in one in the ruins of Kabesh, fittingly named the Chaos Pits.
  • Evil Cannot Comprehend Good: He is thoroughly unable to process that someone could refuse serving him and reject the power and wealth he promises.
  • Evil Gloating: He spends half of his speech praising your skills in earnest, and the other half telling you that he is the coolest being to ever dwell Titan.
  • Evil Is Hammy: The guy is a bit... enthusiastic. To say the least.
  • Evil Sorcerer: Add a new one to the already furbished collection.
  • Evilutionary Biologist: Most of the monsters you fight are his creations. Or worse, the subjects of hideous mutations he inflicted them to "better" them.
  • Final Boss: The Big Bad and by far the mightiest foe of the story. He is a very powerful fighter with skill 13 stamina 16. Fortunately, there are ways to weaken him. But while he is the biggest challenge, there is a lesser enemy lurking around after you slay the bastard.
  • "Get Back Here!" Boss: If you drop his stamina to 2 without killing him, Shanzikuul tries to teleport away to heal. If he wins the next turn, he does and reappears later with +6 stamina. You can take profit of the delay to heal as well, especially if you own a Spell Book.
  • Hair-Trigger Temper: Don't let his Affably Evil mannerisms fool you, the second things don't go his way he becomes livid.
  • The Hedonist: Shanzikuul uses the staff to indulge in any kind of pleasure luxury can give him. Including slaves implied to be sex slaves. Given that they are beast-women, he seems quite adept of the Furry Fandom. But this is meant to Squick you out...
  • Know When To Fold Them: When driven into a corner, Shanzikuul does not hesitate to get the hell away to regain health. Don't mistake this for cowardice, as he jumps back into the fray as soon as he is healed.
  • Magic Knight: In addition to being a highly powerful wizard, Shanzikuul is more than able to take on the best warriors with his blade alone. Even without his Ring of Swordsmanship.
  • Magic Staff: The Staff of Rulership is this, albeit evil and with powers Beyond the Impossible.
  • Magic Wand: In terms of size, his staff is closer to the trope.
  • Magical Accessory: He wears an amulet that enables him to teleport wherever he wants, and a Ring of Power. You can use both after slaying him.
  • Man of Wealth and Taste: Shanzikuul uses the Staff of Rulership to surround himself with enormous, over-the-top luxury.
  • Mask of Sanity: He is evil and twisted, but quite affable. However, it becomes clear as soon as you speak to him that he is totally off his rocker.
  • Master Swordsman: An exceptional fighter, made even deadlier by the Ring of Swordsmanship he wears.
  • Narcissist: Shanzikuul is full of himself something big, having grandiose sense of self-worth and liking to flaunt his "magnificence" and to lord over "inferiors" just because he can. If you swear allegiance to him, fine. If not, Prepare to Die.
  • No, Mister Bond, I Expect You to Dine: Shanzikuul treats you with a wondrous feast as a welcome, that gives you +4 stamina. Justified in that he fully expects you to accept his offer and bears you no ill will. At first...
  • Post-Final Boss After killing him, you must fight Naas the dark elf: a much weaker but still dangerous foe.
  • Reality Warper: He becomes this with the Staff of Rulership. He can use it to create and transform pretty much whatever suits his fancy. He created his lavish palace and his Furry Fandom Sex Slaves this way.
  • The Red Baron: He is known and feared as the Master of Chaos, the Cheater of Death, and the Master of the Undead. All Names to Run Away from Really Fast.
  • The Red Mage: In addition to his deadly magic, Shanzikuul is able to heal himself. Though he needs to teleport away to do so.
  • Ring of Power: He wears a jewelled ring on his hand. in fact a Ring of Swordsmanship that grants him +2 skill. If you can take it from him, he falls to skill 11, making the battle easier. And if you can take it off and put it on, pocketing the power boost in addition to weakening him, you will utterly own him.
  • Sequential Boss: Exactly how many sequences and which ones are you going to face are up to you.
    • First, you can attack him on sight, but he will cast two spells with the Staff of Rulership before crossing swords with you. If you dine with him, you can try to weaken him when his guard is down, stealing either the Staff of Rulership or his Ring of Swordsmanship. If you succeed you fight him head on, if you fail he teleports away and spell casts beforehand. Unless you take on the ring, giving him time to teleport. Even after engaging the fight, he can teleport away to heal, adding yet another sequence.
  • A Sinister Clue: He keeps his sword near his left hand, wielding the staff with his right one.
  • Smug Snake: Highly competent, gifted and dangerous all right, but very full of himself, and owing much of his threat to the Artifact of Doom of the week.
  • Sorcerous Overlord: Shanzikuul took over the ruins of Kabesh and swarmed it with monsters, and has many spies and agents far beyond his domain.
  • Summon Magic: Gifted enough in this to summon and command the very powerful Astral Slayer demons.
  • Suspiciously Similar Substitute: As stated in Continuity Nod above, Shanzikuul is very much alike to Mordraneth. Still, he is an unhinged Smug Snake using an Artifact of Doom, while Mordraneth is a cool-headed Evil Genius who can warp reality on his own.
  • Take Over the World: He plans to subjugate Titan to his will.
  • Temple of Doom: He controls pretty much the entire ruins of Kabesh.
  • They Look Just Like Everyone Else!: He is described as a slim and fit young man, with no apparent trace of evil. Except a manic gleam in his eyes.
  • Villain Respect: Your skill and determination impress him enough to offer you a place by his side. It is quite clear that he does not grant it to the average Joes he regards as beneath him.
  • Villain Teleportation: He uses his amulet to teleport often during the Final Battle.
  • We Can Rule Together: When you confront him, he offers you give you wealth and power if you accept to become The Dragon. Contrary to many a Big Bad, his offer is totally genuine and he has no intention of pulling You Have Outlived Your Usefulness anytime soon. You can accept, but it leads to a Non-Standard Game Over, in which you do gain wealth and power but end up skewered on the blade of a worthier hero.
  • Young Conqueror: Shanzikuul is described as a young adult, meaning that he was first one of the major assets of Evil in the Chaos Wars, then close to Take Over the World at an early age, while it took decades to most other Evil Overlords of the series to reach this level of threat.

Cultists

    Senyakhaz 
https://static.tvtropes.org/pmwiki/pub/images/senyakhaz.jpg
Click here to see her main disguise 

A powerful witch and High Priestess of the Howling Gods, the twisted Religion of Evil founded centuries ago by the mad archmage Xakhaz. She rules the fanatical southern warriors from the dead city of Zagoula, and exerts her nefarious influence over the city of Neuberg from behind the scenes, working to revive Xakhaz. Then, an old friend of Baron Tholdur, the ruler of Neuberg, comes by and realizes that something is amiss...


  • All-Encompassing Mantle: What she wears when around Baron Tholdur.
  • Amulet of Concentrated Awesome: Senyakhaz wears a ruby pendant that seems to be the source, or at least the catalyst, of her magic.
  • Antagonist Abilities: This wench's magic will give you no shortage of trouble, and she can cripple you with words alone. Fortunately, when it comes to fight she is tough but hardly insurmountable.
  • Badass Bookworm: Senyakhaz masters powerful magic, knows how to fight, and is a crafty, manipulative schemer.
  • Badass Long Robe: A beautiful, ornate, red-coloured one, signaling a powerful and dangerous foe.
  • The Baroness: Regal, poised, seductive and dangerous, all she lacks is a proper nobility title. Then again, she is the High Priestess and leader of the Southern Warriors, worth many a title in itself.
  • Black Cloak: The above plus In the Hood serve to conceal her identity and keep her innocuous "servant girl" charade. Except that the cloak is deep red instead of black.
  • Charm Person: She can bewitch people to make them do whatever she wants, controlling their minds and actions. Just ask poor Baron Tholdur. She brainwashed him when he ventured into Zagoula and controls Neuberg through him, bringing her southern warriors with her to make law in town.
  • Climax Boss: The third to last boss before Xakhaz and his bodyguard, yet the main architect of the nightmare, who is behind the plight of the city, your friend Baron Tholdur and yourself. With 9 in skill and 8 in stamina, she is very tough, but not very durable.
  • Compelling Voice: Senyakhaz can influence people's actions, and even their feelings and sensations, with words alone. Never, ever speak to her as you confront her, for just her telling you that you should rest tires you so much that it deals a crippling -4 stamina.
  • Dark Action Girl: She much prefers mind games and manipulation over direct battles, but when push comes to shove she proves a dangerous fighter.
  • Dirty Coward: When she fails in subjugating people, she runs away and tries to escape. She only fights when she has no other choice.
  • Distracted by the Sexy: One of her favourite tricks is to cause this to people and take profit of their distraction to mesmerize them.
  • Doppelgänger Spin: Senyakhaz can create illusory doubles of herself to confuse her foes. Strike her two doubles wthout finding her and she mesmerizes you, feeding you to a monster.
  • The Dragon: Senyakhaz leads Xakhaz's followers in his name, and helps him prepare his return.
  • Dragon-in-Chief: Xakhaz being a Sealed Evil in a Can, he can only direct things from afar, while Senyakhaz helps him rebuild his body. It is her who rules Neuberg and does most of the work.
  • Emotion Bomb: Senyakhaz's Compelling Voice is powerful enough to influence your emotions and state of mind.
  • Even Evil Has Standards: Even someone as cold, cruel and sadistic as Senyakhaz is disturbed by your gory fate, After she tricks you into looking at a mirror wearing the Talisman of Loth, which kills you in a perticularly messy way.
  • Evil Is Sexy: She is beautiful, but utterly heartless.
  • Evil Sorcerer: A rare female example.
  • The Faceless: She conceals her face, and even her gender when "advising" Baron Tholdur.
  • False Innocence Trick: She often uses her illusion magic to take on unassuming appearances and take her foes by surprise. If you meet a beautiful servant girl, or three entrancing dancing maids, it is in fact her trying to mesmerize you.
  • Faux Affably Evil: She congratulates you for unveiling her traps and resisting her sway, but her praises are laced with scorn and her politeness is blatantly ironic.
  • Femme Fatale: Senyakhaz knows how to use her beauty as a weapon, and can charm foes in every sense of the world.
  • The Fundamentalist: She is fanatically devoted to Xakhaz and his twisted cult, adding "Khaz" at the end of her name.
  • "Get Back Here!" Boss: She flees as soon as you unveil all her tricks, doing all she can to impede you as you track her down so that she can escape through her Magic Mirror. It is only when you corner her for good that she fights back. But despite this, don't peg her for a whimp.
  • Giant Spider: She summons one to stall you when you uncover her trick. It is but an illusion, rush through the web without a care or she escapes.
  • The Heavy: The one by whom everything happens and the most direct threat you face for most of the story.
  • High Priest: Senyakhaz is the current ruler of the Khaz priesthood, the twisted cult of the Howling Gods.
  • Hot Witch: Senyakhaz is young and pretty, but very evil and dangerous.
  • Hypnotic Eyes: One of her many ways to mesmerize people.
  • In the Hood: Baron Tholdur's new southerner advisor, clad from head to toe in a hooded cape, is in fact Senyakhaz controlling him.
  • Kick the Dog: She put Tholdur's adopted daughter into a bewitched suit of armour that forces her to attack anyone she comes across. Why? Because she could. The poor girl is horrified by what it forces her to do, weeping and begging any newcomer to get the hell out.
  • Knife Nut: She wields a dagger as her Weapon of Choice, and she uses it well.
  • Lady in Red: A dangerous and sultry seductress, wearing an ornate red robe.
  • Lady of Black Magic: She is beautiful and dignified, and formidable with magic.
  • Lady of War: She is beautiful and dignified, and a force to reckon with a dagger in hand.
  • Magic Dance: Another of her mesmerizing tricks. If you fall under her spell, she tries to feed you to a monster.
  • Magic Mirror: She has one through which she can teleport. It serves as a critical plot device, as you need it to reach Xakhaz.
  • The Man in Front of the Man: Senyakhaz pretends to be Baron Tholdur's advisor.
  • The Man Behind the Man: The woman behind the man to be precise. As everyone thinks Tholdur has gone mad, she in fact has him under her control to use as a Puppet King, while passing as his advisor.
  • Manipulative Bastard: She is very good at deceiving and using people, or if needed distracting them with illusions playing on their fears and desires.
  • Master of Illusion: Her main field of expertise in magic, and boy is she good at it!
  • Mind Manipulation: A consummate expert of pretty much every form of mind-control magic.
  • Older Than She Looks: She states that the passing years mean little to her, implying that she is less young that she appears.
  • Puzzle Boss: Which double must be attacked? Should we fight the Giant Spider? The one on the left and no for the matter.
  • Raven Hair, Ivory Skin: She has the look.
  • Recurring Boss: You can fight her twice, but only if you accidentally returns to the immediate past after killing her.
  • Religion of Evil: The cult of the Howling Gods is utterly depraved, fanatical and violent, fitting its inspiration. They create many Humanoid Abominations and Animalistic Abominations, each more atrocious than the previous, and horribly mutate innocent people. Whether the Howling Gods really exist or were made out by Xakhaz is left unexplained, but it is hinted that this is in fact an even more twisted than usual worship of the Dark Gods and Demon Princes.
  • Samus Is a Girl: Tholdur's mysterious advisor who secretly controls him is in fact the witch Senyakhaz, right-hand of Xakhaz.
  • Screw This, I'm Outta Here!: As soon as she is unmasked. If she manages to pull it, you're screwed.
  • Sequential Boss: You must overcome her many tricks before fighting her.
    • First she appears as three dancing maiden (in fact herself and two illusory doubles) hypnotizing you with their Magic Dance. You must resist her sway and strike one (the one on the left) and the Trident of Skarlos can detect her. Second, she escapes and summon a Giant Spider (pursue her through the door on the right and ignore the beast, it is just a mirage). Finally, you can settle your score with the wrench.
  • Soft-Spoken Sadist: Senyakhaz is much more reserved and poised than her lord, but she is no less vicious and eager to inflict Body Horror and suffering For the Evulz.
  • Sorcerous Overlord: One who serves another, but one nonetheless. She rules the southern warriors and the ruins of Zagoula. And she rules Neuberg from the shadows.
  • Squishy Wizard: Very powerful but frail. Senyakhaz does put up a tough fight, but armed combat is obviously not her forte.
  • They Look Just Like Everyone Else!: And she milks it for all it's worth.
  • Thinking Up Portals: Senyakhaz's mirror is a magic device, likely created by her or by Xakhaz, that creates gateways into different locations, like Zagoula or Xakhaz's crypt. You can even go back through time and fight her again, or worse get teleported miles away with no hope to return if you misuse it.
  • Trial-and-Error Gameplay: When facing the three dancing maiden, unless you can Take a Third Option with the Trident of Skarlos.
  • Weak, but Skilled: She is an expert witch as well as a very skilled fighter, but she is frail and has low stamina. It is clear that her mastery of magic, mind-control and illusions are what make her truly formidable. She knows it as she'd rather not fight if she can avoid it.
  • Xanatos Speed Chess: When she notices that you escaped the jail she had you thrown into, she tries to have her soldiers kill you. But that's only the beginning.
    • If you reach Baron Tholdur, he cannot recognize you due to her magic and she has him sentencing you to jail. If you can prove your claim to be Tholdur's friend, she quickly adapts and welcomes you warmly, only to sic assassins on you the moment your guard is down.
    • If you show her the evil-weakening talisman of Loth, she immediately distracts you into looking in her mirror, which she knows is fatal when wearing it. And predictably...

Others

    The Dai-Oni 
See his entry on the Pit page under Demonic servants.

    Grimslade 
https://static.tvtropes.org/pmwiki/pub/images/grimslade.jpg
Appears in: Scorpion Swamp

An Evil Sorcerer living in a tower near the gloomy and highly dangerous Scorpion Swamp. As your character is given a Ring of Power enabling them to always find their way and detect danger ahead, the gamebook gives you the choice between three quests of different moral alignment: Searching a magical plant for the good wizard Selator, drawing a map of the Swamp for the neutral merchant Poomchucker, or stealing the Amulet of Concentrated Awesome of five mages living there, the Mistress of Birds, the Master of Gardens, the Master of Frogs, the Master of Wolves and the Master of Spiders, for the evil wizard Grimslade. Whether you accept the quest, fight the wretched mage, or decide to ignore him altogether is up to you...


  • Amazing Technicolor Population: The US cover art depicts him with a creepy, ghoulish, pale grey-blue skin.
  • Antagonist Abilities: Grimslade is a powerful Magic Knight who can counter your spells, reduce your life points, give himself Super Strength and turn you to a spider, depending on what you do against him.
  • Attack Reflector: If you cast the Fear spell, he deflects it back at you, costing you -1 skill.
  • Badass Boast: Upon meeting you, he is utterly unimpressed and tells you that fighting you would waste his time, but if you wish it he can give you something to fight. Cue Living Statue.
    Grimslade: I see no need to waste my strength on such as you. But you may prove your mettle against this, my servant.
  • Badass Long Robe: He wears a black robe covered in crimson magic symbols, befitting his status as a wizard.
  • Baleful Polymorph: He turns you into a spider if you performed poorly on his test fight against the Living Statue and are coward enough to beg him for mercy.
  • Beard of Evil: On the US cover art, he is depicted with a white goatee.
  • Benevolent Boss: Out of Pragmatic Villainy and nothing else. Grimslade does heal you and provides you with spells and a magic Cool Sword if you strike a bargain with him. He offers a handsome reward, and while he first tries to swindle you, if you remind him of the price you decided, he chuckles and pays you the right amount. But if you fail your mission, for Titan's sake steer clear of the sod.
  • Big Bad: Not in the proper sense of the trope, as Grimslade is no direct threat and only influences the plot if you seek him out. But he is still the closest thing to a primary antagonist in the story. He is the most evil character and the most dangerous enemy you might face, and he is definitely up to no good.
  • Climax Boss: Fight him after destroying his summoned demon or his Living Statue and insulting him ends the evil quest. Skill 9 stamina 10 makes him a tough foe, but after that you can try your luck at the neutral or good ones, with an Infinity +1 Sword to boot. You can also do the quest for him and fight him if he swindles you, or just if you feel like it.
  • Collector of the Strange: An evil and greedy version. Grimslade collects and gathers all sorts of valuable and powerful magic trinkets, and seeks to expand his collection no matter the cost. He mostly does this to increase his wealth and power, but he genuinely covets them. Don't you EVER tell him about your magic ring, or he sends his virtually invincible summoned demon to take it from your corpse.
  • Cool Sword:
    • He owns one of the Magic Swords of Great Power, a jagged blade glowing red that grants +2 skill to its wielder. He somehow incorporated it within his Magic Wand, as he transforms his wand into his sword when fighting. You can take it after killing him and pocket the power boost. If you kill him right after meeting him, you might use it when trying another quest. If you kill him after the quest, the story ends here and it is useless.
    • He gives you a magic sword granting you +1 skill for your quest if you impressed him enough.
  • Curse: Grimslade masters all sorts of nasty ones, and can teach you the Curse spell: It costs a dice roll worth of stamina but causes undetermined bad things to the target. Be careful for it is as umpredictable as dangerous to cast. He might regret to have taught it to you, as it kills him instantly if you use it against him.
  • Deal with the Devil:
    • Played with, the bargain you strike with him looks very much like one, but if you succeed, you get nothing worse that a feeling of unease, and possibly less than what he promised.
    • Grimslade himself is implied to have made one to gain power, as a demon appears to take his soul after you kill him.
  • Dragged Off to Hell: His final fate if you kill him, as a demon appears to take his soul. No one wastes a single tear.
  • The Dreaded: He is reviled and feared in the city and all the swamp's surroundings, and nobody wants anything to do with him.
  • Evil Mentor: If you agree to work for Grimslade, he gives you spells and indications.
  • Evil Old Folks: Grimslade is past is prime, but still very dangerous, and rotten to the marrow.
  • Evil Sorcerer: Arguably the only one in the franchise not interested in conquest and control, but still plenty vile, ambitious and dangerous.
  • Evil Tower of Ominousness: He lives in a very sinister one.
  • Evil Wears Black: A bad guy Color-Coded for Your Convenience. As if he was not Obviously Evil enough. He wears purple on the American cover art, however.
  • Faux Affably Evil: Grimslade can be perfectly courteous and cordial, even healing you and providing you assets, but only if you prove useful to him. If not, he adresses you with disdain at best, and scathing insults at worst. And the least we speak about when you fail him the better...
  • Final Boss: He becomes this if you fight him after he paid you at the end of the evil quest, to punish him for swindling you, to atone for your actions, or just because you choose to. Oddly enough, he is considerably mightier than when serving as a Climax Boss. With skill 13 (1 over the normal maximum) stamina 18, he is a very powerful and dangerous foe. Fortunately, there is one spell that can One-Hit Kill him.
  • Good Hair, Evil Hair: White, scarce and unkempt. Yeah, the sod is definitely up to no good.
  • Gotta Catch Them All: Grimslade covets the Amulets that the five Masters of the Swamp use as a power source, to gain their powers for himself. He promises you 500 gold coins for each amulet you give him. No matter how you took it...
  • Greed: Grimslade is defined by greed. He covets every valuable trinket he learns about, fully willing to kill their owners or have them killed, and while he promises a handsome reward, he tries to swindle you first when you collect it. If he learns about you magic ring, he will immediately covet it and try to kill you for it.
  • Healing Hands: He gives you potions to restore all your scores back to the maximum if you strike a bargain with him.
  • Hoist by His Own Petard: Casting the Curse spell he taught you kills him outright.
  • Know When To Fold Them: If you defeated his Living Statue, (or if Titan is on your side the Demon) and refuse to fight further, he will know better that pointlessly antagonising you.
  • Lean and Mean: Grimslade is described as tall and skeletally thin, and he is a truly nasty piece of work.
  • Living Statue: He animates a statue representing a goblin for you to fight as a test. With skill 7 stamina 6, it is an easy fight, but you destroy his table to use the leg as a makeshift club, for your sword is next to useless against stone. How well you fare in this fight shapes Grimslade's opinion of you.
  • Load-Bearing Boss: It's not his death itself that destroys his lair, but it is still the trigger. If you don't exit Grimslade's tower quickly after killing him, a demon appears to take his soul and makes exerything explode while he is at it.
  • Magic Carpet: He owns one, and uses it to track you down after you flee from the battle against his Living Statue or his Demon. If you do so, head for the village and hide as soon as your ring warns you. Anything else and he catches you and kills you.
  • Magic Knight: Grimslade is a powerful wizard and a good swordsman.
  • Magic Mirror: He owns one that enables him to see everywhere in his surroundings, but he cannot spy the Masters of the Swamp, whose power he covets.
  • Magic Wand: He uses one to spellcast, and can turn it into a Cool Sword.
  • Master Swordsman: Grimslade is obviously no stranger to Sword Fights. If you fight him as a Climax Boss though, he needs his Cool Sword to be a threat. As the Final Boss on the other hand beware.
  • More Teeth than the Osmond Family: Has pointed teeth.
  • Names to Run Away from Really Fast: Grimslade hardly sounds pleasant and enjoyable...
  • No-Sell: Most of your spells will only make him laugh. He dispels them easily and retaliates. He is highly vulnerable to the Curse spell however.
  • Obviously Evil: Clad in Red and Black and Evil All Over clothing, thin as a rake, pointed teeth... Nah! don' t be judgemental, he sure is nice and friendly.
  • Percent Damage Attack: If you did not bring back any amulet and fail a test of luck, he casts a spell that halves your Life Meter, regardless of how high it is. Given how powerful he is as the Final Boss, this makes him even harder to fight.
  • Pragmatic Villainy: Grimslade is not stupid enough to pointlessly antagonise a warrior who proved his worth, and if you strike a bargain with him, he gives you all sorts of items to help you, knowing that a healthy and well-equipped agent stands a better chance in a place where Everything Is Trying to Kill You.
  • Prepare to Die: Says this word for word before fighting you.
  • Purple Is Powerful: The US cover art depicts him wearing purple, in contradiction to the description. It still fits him as a powerful wizard though.
  • Quest Giver: Grimslade tasks you to take the amulets of the five Masters of the Swamp if you choose the evil path.
  • Red and Black and Evil All Over: Wears black robes covered in crimson designs that glow in accord with his mood, though the US covert art depicts him in dark purple robes.
  • Red Mage: He can cast nasty spells, but also give himself Super Strength, restore your luck or brew healing potions.
  • Right-Hand Attack Dog: Grimslade uses the most ludicrous example of the franchise, being able to sic a highly powerful demon after you. With skill 16 (4 over the normal maximum) stamina 12, it makes the local Demon Lords and Archdevils look like pansies, and all but a few Final Bosses as well, for good measure. There is absolutely '''no way''' you can even hope to win against such a ridiculously broken beast, plain and simple. To add insult to injury, the narration treats it as no big deal and describes what comes next, as if you just put down a rabbid wolf, while any other game book pitting you against overpowered enemies provides you with Game Breakers and/or ways to nerf them or avoid them to even the odds. This one? Zilch! Nada! Mercifully this is a Skippable Boss.
  • Schmuck Bait: If you're stupid enough to tell him about your one-of-a-kind Magic Ring, he summons a virtually invincible demon to kill you and take it from your corpse. Your only chance then is to attack him at once before he can summon it. If you're lucky you might wound him before fight.
  • Serrated Blade of Pain: His magic sword has a jagged blade.
  • Shrink Ray: He can magically shrink things to make them fit in his pocket, then give them back their normal size.
  • Sinister Surveillance: He uses it to watch over the region, knowing who you are and who told you about him before you knock at his door.
  • Skippable Boss: Choose the good or neutral quest, and you will never meet Grimslade, and might very well go on your merry way without hearing about him.
  • Summon Magic: Grimslade can summon a highly powerful and horribly dangerous demon to fight in his stead.
  • Super Strength: Grimslade can cast a spell to give himself this. He uses it when pursuing you after you flee his tower. If he catches you he lifts you with one hand, rise in the sky on his Magic Carpet and drops you, sending you plummet to your doom.
  • Supernatural Fear Inducer: He can teach you the Fear spell, which cause intense, irrational fear to foes to make them easier to deal with. Don't bother using it against him if you knows what's best for you.
  • Trap Door: He has one in his study. If you try to flee, you must test your luck to avoid it or fall in a pit and lose the game.
  • Villain Respect: Averted then played straight, for you have to earn it. At first he has nothing but disdain towards you, but if you prove your fighting talents he changes his tune and genuinely praises you, seeing how much use you can be for him.
  • Walking Wasteland: He can teach you the Withering spell, that makes you a downplayed example. It rots and destroys plants and trees that stand in your way.
  • Wild Hair: According to the US cover art at least.
  • Winds of Destiny, Change: He can restore your luck score.
  • You Have Failed Me: Woe betide you if you come back to him empty handed. He immediately jumps for the kill.

     Ifor Tynin 
Appears in: Masks of Mayhem

As you, the Monarch of Arion, sets out to defeat the evil witch Morgana, you face some strange ordeals during your quest, as if someone was hindering you. It turns out that someone from your inner-circle is in cahoots with the witch, and must be unmasked...


  • Anti-Climax Boss: The Traitor doesn't even have the decency to have a skill score in the double digits. Seriously, skill 8 is good for Mooks, but downright lame for the final enemy of a gamebook. This joke is a Post-Final Boss who can't hold a candle to Morgana.
  • Astral Projection: He tells you that he used it to spy on Morgana. In fact, he might use it to confer with her without leaving the royal castle, not to raise suspicion. Or lying through his teeth.
  • Badass Long Robe: Subverted. The Traitor wears a robe, being a wizard and all that jazz, but badass he is not.
  • Dirty Coward: He counts on Morgana and her Golems to kill you, and then stabs you in the back, only risking a direct fight when he has no other choice.
  • The Dragon: The Traitor is secretly this to Morgana herself.
  • Dragon Ascendant: Even with Morgana gone, it is implied that he can remake the Golems and make the final one from you to Take Over the World, meaning that the threat only ends with him. Then again...
  • Dragon Their Feet: The Traitor only makes his move after Morgana is killed.
  • Evil Chancellor: He is your Court Wizard and primary advisor Ifor Tynin.
  • Evil Old Folks: An old bastard, who gleefully sends the king he is supposed to serve to their death, while playing nice and friendly.
  • Evil Sorcerer: Being your personal court wizard, it comes to no surprise that Ifor is a powerful sorcerer who actually employs magic at one point to kill the poor messenger trying to inform you of his presence.
  • False Friend: Who could have known? Your own court wizard and prime advisor is actually a traitor planning the continent's doom.
  • Faux Affably Evil: He speaks to you with all the respect due to his king in the intro, but this is an act and he plans to send you to your death. When you unmask him, he curses you.
  • Flat Character: Aside from The Reveal, there is little to say about him.
  • Forgot About His Powers: It's a wonder why he uses a mere dagger instead of his magic, especially since he proves proficient with it and you already know that he can by the time of the Boss Fight. Perhaps not to clue readers in the same page to the paragraph in which you fight him.
  • He Knows Too Much: The most likely reason for him to kill Kevin Truehand. See right below for more details.
  • Hero Killer: While you are away on your quest, the Traitor kills your loyal armourer Kevin Truehand, who likely discovered his treachery. And then, he adds insult to injury by sending his corpse possessed by a demon to fight you.
  • In the Back: If you cannot guess his identity or have no reason to suspect his existence, you get stabbed in the back to death.
  • Knife Nut: He attacks you with a dagger. But while he knows how to fight, he is no match for you.
  • The Mole: He's Morgana's agent in your own kingdom.
  • Post-Final Boss: Being much easier than Morgana herself, having only skill 8 stamina 10, cements him as this and Morgana as the real Final Boss. The real challenge is to unmask him.
  • Punny Name: A plot-relevant one, because at one point you have to deduct which paragraph you must visit in order to fight him. Seasoned players would have known that there was something fishy about the name Ifor Tynin. Not to mention that the narration states that you cannot help but be wary of mages.
  • Secret Identity: He is Ifor Tynin, your own Court Mage.
  • The Starscream: He is directly below you in the chain of command and wants to kill you to seize control of Arion. But he does not stop at your kingdom and seeks to rule the continent under Morgana. And he would shed no tears if Morgana were to die, leaving him to rule supreme. He might even have been counting on it when he sent you to your quest.
  • Summon Magic: He summons a Hellfire Spirit to possess your friend Kevin Truehand's corpse and sends it to fight you.
  • Treacherous Advisor: The Traitor is your main advisor, but is in fact a power-hungry and two-faced creep, who literally sold the kingdom he was supposed to serve.
  • True Final Boss: Downplayed You can only confront him and fully finish the gamebook by unmasking and killing him, but contrary to the trope, he is a pathetic wimp.
  • Villain Ball:
    • Killing Kevin because He Knows Too Much is a smart move. Sending his possessed corpse fight you, giving blatant clue that only someone in your castle could have done it... Not so much. All the stupider in that only a wizard could have killed him this way!
    • During the Final Battle, he tries to stab you instead of casting a deadly spell and passing it as a Dying Curse from Morgana. Even stupider, he fights you with weapons when he stands no chance. Justified since having him spell cast would give away his identity, but still.
  • Villain with Good Publicity: A respectable figure of authority he is... not!
  • Walking Spoiler: Look, a line that's not blanked... His existence and mostly his identity, are the main Plot Twist of the book.
  • A Wolf in Sheep's Clothing: He appears to be a noble man concerned with the kingdom, which he plans to doom for power.
  • Zero-Effort Boss: After defeating a powerful skill 11 Final Boss, snuffing this small fry is a breeze.

    The Khuddams 
See their entry on the Pit page under Demonic servants.

    Naas 
https://static.tvtropes.org/pmwiki/pub/images/naas.jpg
Appears In: Master of Chaos

A powerful and surprisingly honourable Dark Elf Warrior you meet on your quest to kill the Evil Sorcerer Shanzikuul and bring back the Staff of Rulership to the Mage Order it was stolen from. You might first find an agreement with him, following the way you lead your quest. But while he is not a threat for now, you know full well that he is after the Staff for his own sinister purposes, and will not let you have it for long. Provided you get it before him that is...


  • Affably Evil: Naas is very polite and sincerely affable, but still very evil.
  • Antagonist Abilities: A powerful fighter who can appear anywhere and turn invisible. Played with in that he does use the invisibility in battle, but not against you.
  • Badass Cape: Naas wears a long, black cape that makes him look quite imposing.
  • Badass in Distress: You can first meet him Bound and Gagged, with a sack on his head, having been captured by agents of Shanzikuul. You chose to save him, and he proves that even Always Chaotic Evil dark elves know the meaning of gratitude.
  • Badass Normal: He owns magic trinkets, but displays no magic power himself. He relies on his trusty blade to kick ass, and that's all he needs.
  • Baddie Flattery: Any praises he gives, he means it.
  • Bound and Gagged: Even grade A badasses can get in trouble.
  • Cool Crown: He wears a simple, yet nice-looking diadem.
  • Cool Sword: Naas wields a long, elven sword as his Weapon of Choice.
  • The Dragon: Naas was sent by the unseen Dark Elven Monarchs, and states to serve his people.
  • Dragon with an Agenda: Although he serves his lieges, it is quite clear that he covets personal profit and expects a huge reward and a comfy position of power.
  • Drop-In Nemesis: He will appear out of nowhere with a magical rope to fight you after you've dealt with Shanzikuul.
  • Dystopia Justifies the Means: He makes it quite clear that he covets the Staff of Rulership for evil purpose. Probably to spread chaos, or to help his people Take Over the World.
  • Enemy Mine: You can help Naas fighting a kidnapper who just captured him, and in gratitude he later helps you fight the powerful necromancer Vardrath.
  • Escape Rope: Naas owns a bewitched rope that uncoils upwards at his command and teleports him wherever he wants.
  • Even Evil Has Standards:
    • He makes no mysteries of his evil, but it does not prevent him from disliking slavery and unnecessary cruelty, among others.
    • He loathes the wretched necromancer Vardrath. Hard to blame him, as said necromancer is an utterly despicable Big Bad Wannabe and grave robber, as repellent in terms of personality than in looks.
  • 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 Virtues: Evil and ambitious he might be, but honour is not a vain word for him. He goes as far as intervening in favour of mistreated innocents even when it is Someone Else's Problem.
  • Fair-Play Villain: Naas has the means to fight dirty, and does not hesitate to use them. But he refrains against foes he deems worthy like you.
  • Foil: You both want to slay Shanzikuul and take the Staff of Rulership, but not for the same reasons.
  • High Collar of Doom: Adorning his Badass Cape for additional badass points.
  • I Owe You My Life: You can save him during his Badass in Distress episode, he repays you with presents and an Enemy Mine against a common foe.
  • Invisibility:
    • Naas uses magic to turn invisible when he helps you kill Vardrath, but he does not use it against you as he thinks you deserve an honourable death.
    • It is implied that his Badass Cape is an Invisibility Cloak, as such artefacts are common among elves.
  • Let's Fight Like Gentlemen: Naas promises you an honourable Duel to the Death when comes the moment to settle your score, and he keeps his word.
  • A Lighter Shade of Black: A villain through and through, but one of the most nuanced of the series. Compared to scum like the Ax-Crazy Big Bad or the Grave Robbing Big Bad Wannabe, he is downright pleasant to be around.
  • Master Swordsman: He is an expert with the blade, and you will get a taste for yourself.
  • Noble Demon: He helps you without even knowing who you are, and reprimands the captain of a ship from being a Bad Boss at the start of the game. If you end up saving his life or fighting against the necromancer Vardrath alongside him, he will thank you in earnest and give you precious artefacts.
  • Our Elves Are Better: Elves are described as tall, handsome and powerful, and even as a dark elf, who are notably rougher, uglier and less refined, he fits the bill.
  • Pointy Ears: A given for an elf.
  • Post-Final Boss: The very last opponent you face after dealing with Shanzikuul. He is a powerful and dangerous foe with skill 10 stamina 13, but hardly a match for someone who just defeated the formidable Sorcerous Overlord. Especially if you took Shanzikuul's Ring of Swordsmanship.
  • Purple Eyes: Such colour is quite uncommon, even among supernatural beings.
  • Recurring Boss: You can fight him twice in the game, but the first Boss Fight is a Skippable Boss. If you face him the first time, when his stamina (or yours) drops to 5, the fight is interrupted by incoming guards and he teleports away on his magic rope. Averted when he fights you for real after you get rid of Shanzikuul.
  • Shadow Archetype: A powerful and honourable, yet determined warrior sent by a higher authority to get the Artifact of Doom for a huge reward, who meets a warrior of the opposing side and can team up with him before fighting to the death in the end. Are we speaking about you or him?
  • Tall, Dark, and Handsome: Naas is much easier on the eyes than other dark elves, who bear the corruption of evil much more visible.
  • Technicolor Eyes: His eyes are bright violet.
  • Villain Respect: He develops this towards you after the Enemy Mine episode.
  • Villain Teleportation: With that magic rope of his, he can teleport everywhere. Like just before your nose shortly after you killed the Big Bad to seize the McGuffin.
  • We Will Meet Again: He tells you this after you helped each other. And warns you that next time will be the last.
  • Worthy Opponent: He regards you as one, and it is implied that the feeling is mutual. But this does not prevent either of you from fighting to the death at the end.
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