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This is a character sheet for the Fighting Fantasy gamebooks, namely the villains who give your trouble without being the Big Bad, but being still essential to the plot, much more than just a Boss Fight, sorted by last name. The Dragon, The Greater-Scope Villain, and the Post-Final Boss find their place here. It is under construction and any contributions are welcome!

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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Secondary Villains

Lord Varek Azzur, Governor Of Port Blacksand

https://static.tvtropes.org/pmwiki/pub/images/seigneur_azzur.jpg
Appears in: City of Thieves (1983) (cameo) | Blacksand! | Titan - The Fighting Fantasy World | Advanced Fighting Fantasy (mentioned only) | The Port of Peril

A major figure of the Fighting Fantasy universe, featured in more gamebooks than any other character, without making more than cameos and passing mentions. Varek Azzur was born into one of the noble families of Arion, in the continent of Khul, until the age of 16 when he sneaked into the temples of the Adepts of Kukulak, twisted worshippers of the God of Storms. He survived the religious initiation, which left him disfigured, and fled. Kidnapped by pirates, he rose in ranks until he became the Pirate King of the Western Ocean, no less. Until the day he stormed Port Blacksand, and conquered it by butchering the entire ruling council. He now rules the Wretched Hive with an iron fist.

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While he is never faced, never met, and even never seen, his ruthless City Guard is everywhere and his presence is felt all over in every gamebook set in Port Blacksand. Even those in which you spend little time in town or only come close might drop his name. He takes an active role for the first time in The Port of Peril, plotting with the Spirit Stalkers to resurrect the Night Prince Zanbar Bone and capturing the legendary wizard Arakor Nicodemus, while remaining behind the scenes as always. Will there be a day when his tyranny shall end?...

  • All There in the Manual: His origins, rise to power, appearance and even his first name, were only revealed in official guides like Titan - The Fighting Fantasy World.
  • Aristocrats Are Evil: He is of noble descent, and rose to become one of the most reviled figures of Titan's history.
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  • Asskicking Equals Authority: He rose in ranks from the very bottom to the top, by being the strongest, baddest pirate around, then became governor of Port Blacksand by killing the previous. It is quite telling that in a city where each ruler took the throne by killing their predecessor, he remained in power for so many years without opposition.
  • Badass in Charge: Not only is he the absolute ruler of Port Blacksand, but long before that he took control the piracy of the Western Ocean, and made it into a formidable military power. Even now, the pirates still answer to him and contribute greatly to his power base.
  • Badass Normal: He is the only villain of the franchise to be The Dreaded without magic powers or supernatural influence, merely exceptional fighting and rulership skills, strategy and pure charisma.
  • Bait-and-Switch Tyrant: He is a ruthless tyrant, unforgiving to his underlings and rarely speaking to them aside from screaming in anger. But on the other hand, he is a very charismatic leader who inspires the absolute loyalty of his men, and is greatly respected by the scum of Port Blacksand. He can be genuinely generous and provides some favours to the population he oppresses to keep it under his thumb.
  • Body Horror: Azzur's religious scars horribly mark his entire body.
  • Bread and Circuses: Azzur maintains support of the citizens by indulging in their petty appetites.
  • Continuity Nod: In City of Thieves you get almost run over by his coach in the streets. In the sequel The Port of Peril, you catch a glimpse of him from afar, as he leaves the palace, once again being driven around in his coach.
  • Demoted to Dragon: After so many years of being an independant villain of whom even the Big Bads of the franchise were wary, he is revealed to be The Dragon to Zanbar Bone. Don't think for a minute that it means Badass Decay, for you will see firsthand how dangerous he is when he takes matter in hand, while still never appearing in person.
  • The Dragon: Most Big Bads would relish to have him serving as this to them. In Crypt of the Sorcerer, you even infiltrate Razaak's lair by saying that you are sent by him to pledge his loyalty.
    • The Port of Peril reveals that he was always this to Zanbar Bone, being described as his most faithful follower.
    • In The Port of Peril, the Chaos Warrior Klash is this to Azzur himself, but serves as little more than an enforcer and a Boss Fight.
  • The Dreaded: Pretty much everyone is scared shitless of Azzur. It's telling that not even the Terrible Trio of Balthus Dire, Zarradan Marr or Zagor ever moved against him.
  • Equal-Opportunity Evil: Is loved by the scum of Blacksand because he extends his oppression to EVERYONE, including the city's rich. In fact, Blacksand celebrates the New Year by Azzur sentencing a noble family to the death, and distributing their wealth to the poor. Also, he recruits everyone in his City Guard, from humans, to ogres, to Chaos Knights and Trolls as Elite Mooks.
  • Evil Wears Black: He is always covered in head to toes in black robes, masking every inch of his skin to hide his scars. Though they are described as navy blue with gold trimmings when you see him from afar in his coach in The Port of Peril.
  • The Faceless: Azzur always keeps his face covered, as such even the scarce few who saw him don't know what he looks like. Only two people are known to have seen him unmasked, his personal doctor, and an extremely foolhardy thief who thought it was a good idea to break into Azzur's palace. The thief's dismembered body parts were eventually found in different parts of the city.
  • Feudal Overlord: Given that almost all of Allansia is divided into city states surrounded in hostile wilderness, Lord Azzur has complete control over Port Blacksand. Due to his tyrany and influence over scoundrels, he borders on Evil Overlord.
  • From Nobody to Nightmare: He was just a wayward noble child, but then grew up into the Supreme King of the pirates of the Western Ocean, the dictator of Port Blacksand, and a major face of the Fighting Fantasy universe.
  • The Fundamentalist: He was already devoted to the Adepts of Kukulak's unwholesome cult before joining them.
  • The Ghost: You will hear of him many times, but the closest you come to meeting him is when his coach almost runs you over in City of Thieves, or when you catch a glimpse of him from afar, again in his coach, in The Port of Peril.
  • Gladiator Games: He is fond of these, and only appears in public at the local gladiatorial arena.
  • Good Scars, Evil Scars: His body is covered by the definitely evil scars resulting from the initiation ritual of the Adepts of Kukulak: The initiate is branded with fire and if the scars do not turn into the sacred runes of the sect he gets killed. Unfortunately for everyone in Titan, Azzur survived.
  • The Heavy: He is largely to blame for Port Blacksand being such an awful Wretched Hive.
  • He Who Must Not Be Seen: He almost never seen in public. Even those granted audience with him are led to a carved wooden screen, behind which Lord Azzur stands, listening to complains and whispering his replies to one of his men, who carry his words to the visitor.
  • I Have Your Wife: He keeps Luannah Wolff hostage in his prison, to force her husband to carve the Artifact of Doom that can resurrect Zanbar Bone.
  • Informed Ability: Is hyped as an extremely dangerous fighter, but since he does not actually appear in any book as a proper antagonist, we're never shown this. Though his backstory and his actions in The Port of Peril do back up his reputation.
  • I Own This Town: Azzur's mentality. He does have to compose with the extremely influent Thieves' Guild, and the wealthiest citizens, but he makes it clear that he could crush them anytime, should he feel like it. His tradition to execute nobles and distribute their wealth is both a way to restrict their influence and a warning not to cross him.
  • Karma Houdini: Since he is never confronted, his dictatorial rule remains unchallenged.
  • Neutral No Longer: He usually only bothers with tyranizing his city and pays no mind to the various world-threatening crises happening all over. Then comes The Port of Peril and he actively tries to resurrect Zanbar Bone. Keeping hostages captives and sending agents to capture Nicodemus, the biggest threat to his lord, and steal his Ring of Power. Nicodemus being too powerful to be faced upfront, he has him drugged.
  • Pet the Dog: He can sometimes express genuine niceness to people who suffered too much for his liking, such as when he rescued an innocent woman turned into a Snake People by worshippers of Sith, and gave her a life of luxury in Port Blacksand as the Serpent Queen.
  • Pirate: How Azzur began his career and rise into infamy. He still controls piracy of the Western Ocean and enjoys sailing his admiral ship, the "Face of Chaos", to commit some raids from time to time.
  • Police State: His rule is enforced by his ruthlessly efficient (though horribly corrupt) City Guard. They patrol everywhere, enforce curfew, arrest anyone caught without a pass, have people thrown in pillories or outdoor cages, or executed without trial. He at least once used Chaos Warriors for his black operations, so to speak... In broad daylight. Without anyone daring to move.
    • Police Brutality: His City Guard is comprised only of corrupt bullies, less likely to arrest the thief than the victim (for "troubling the public order"), who extort bribes left and and right, or throw anyone who appears well-off in jail to "confiscate the stolen goods", among other outstanding displays of duty...
  • Pragmatic Villainy: Azzur knows that fear alone is not enough to rule, hence his oppression and favours being equally divided to all social classes, and his adding some acts of kindness among many ruthless actions.
  • Present Absence: He seldom leaves his palace and is almost never seen in person by his people, yet his grasp over the town is almost tangible.
  • Religion of Evil: He is part of a downplayed example. While Sukh, the God of Storms revered as Kukulak in Khul, is prideful and Hot-Blooded, he is quite benevolent. The Adepts of Kukulak however, are definitely twisted, violent and fanatical, though not actively malevolent.
  • Shadow Dictator: You will never see him, but you will always feel his shadow looming over you.
  • Staff of Authority: He wields one on the picture.
  • Tyke Bomb: Lord Azzur has infants abducted from their families at a very young age, and has them raised to be blindly devoted to him. They serve as a Praetorian Guard who never leave the palace, protect him twenty-four/seven and would gladly march to their death if he ordered them to.
  • Tyrant Takes the Helm: All rulers of Port Blacksand succeeded each other by killing their predecessors and taking their thrones, bringing more corruption with each coup d'etat. Lord Azzur was the last and definitely the worst.
  • The Unfought: Never actually serves as an official antagonist in any of the books. The game guide for the RPG rules even recommends against using Azzur as an antagonist, as fighting him, not to mention reaching him in the first place, is basically the equivalent of Tomb of Horrors.

Bezenvial, Former Tyrant of the Isles of Dawn.

spoiler 
Appears in: Black Vein Prophecy

The despicable tyrant of the Isles of Dawn, the Fantasy Counterpart Culture of Ancient China. Fifty years prior the start of the story, three powerful wizards known as the Triurge attacked his palace and destroyed his rule, but not before he could put his two twin sons in Suspended Animation 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 unnaccounted for, future will tell whether his prophecy comes true...

  • 0% Approval Rating: He 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.
  • Attack Reflector: Do not cast spells against him, or you will get destroyed by your own magic.
  • Big, Screwed-Up Family: between the tyrannic 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 to your doom down a cliff with a huge gust of wind, if you cannot destroy him for good.
  • 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 Overlord: A tyrant with magic powers.
  • Evil Sorcerer: Zig-zagged, he 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 masters 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!
  • 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, for you 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 to 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.
  • Not Quite Dead: He 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 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: He 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 resolves around the titular Black Vein Profecy 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 succeeeded Bezenvial died in battle. But you rule as a wise and noble king, instead of a wretched tyrant like your father.
    • 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.
  • 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 dragonic monster that Feior used as his major asset. The Sturramak will then collide with Bezenvial's spirit, destroying them both and winning the game.
  • Seer: He 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.
  • Walking Spoiler: The sheer amount of blanked text gives enough indication.

The Bone Stalker Mage, Cult Master of the Night Dragon

Appears in: Night Dragon
https://static.tvtropes.org/pmwiki/pub/images/bone_stalker_mage.jpg
The founder and leader of the Doomsday Cult worshipping the Night Dragon, dead set on awakening his eldritch idol to bring about a planetary-scale Apocalypse How. His cultists and draconic Stalkers are everywhere and will cause you trouble all over the story. But you give as much as you receive...

  • Antagonist Abilities: Not only does he have superhuman stats, but he casts powerful spells, wields a Poisoned Weapon and exhales weakening stench. Everything to make a big Boss Fight.
  • Barrier Warrior: He always surrounds himself with a magic force-field that must be taken down before he can be harmed. You can take it down by throwing a Magic Mirror. You can also attack at distance, but if you fail he casts a dangerous spell. Try to rush at him, and you knock yourself on it, losing -3 stamina, and getting automatically hit by his spell.
  • Boss Fight: He is The Dragon, the second-to-last boss and the second mightiest enemy of the gamebook, but fighting him only clears the way to the climax. With skill 13 (higher than the usual maximum) stamina 16, spells that cost -4 stamina, and a Poisoned Weapon, he is a formidable foe putting many a Final Boss of the franchise to shame. Fortunately, by the time you face him, you should be more than equipped to kick his scaly butt with little trouble.
  • The Dark Arts: He uses Dark Magic to perform hideous mutations on his servants.
  • Draconic Humanoid: He performed Titan only knows what kind of Dark Magic on himself, to become the repellent half-dragon half-man monstrosity he is today.
  • The Dragon: He is this to the Night Dragon, whom he fanatically worships. He rules the Cult of the Night Dragon, spawns its Elite Mooks and creates atrocious magical devices to awake his foul deity. Fittingly, he is the second most powerful enemy in the game.
    • He himself has his own Dragon, Scalmagzaprin, the High Priest of the Cult in Carnex, who controls the citizens through drugs in their food, but he serves as little more than an enforcer and a tough Boss Fight.
  • Dragon-in-Chief: With the Night Dragon still in slumber and mostly affecting the Dreamtime, he and his cult are behind all your hardships, but you only learn of his existence deep within the Very Definitely Final Dungeon.
  • Evil Is Bigger: He is over ten feet tall, very evil, and leads the Cult of the Night Dragon.
  • Evil Makes You Monstrous: He made himself monstrous through magic, out of fanatical devotion.
  • Evil Smells Bad: As if he wasn't already disgusting enough. But well, it's hard not to reek when you're half-rotten.
  • Evil Sorcerer: And a very powerful one at that.
  • Evil Wears Black: A black, torn-up robe covered in silver sigils.
  • Evilutionary Biologist: He created the Draconic Stalkers, after many awful experiments on baby dragons forcibly taken out of their eggs.
  • The Fundamentalist: He is fanatically devoted to the Night Dragon, to the point of renouncing his humanity to make himself "worthier" of his foul deity. Talk about crazy...
  • Half-Human Hybrid: Half-human, half-dragon. He is not this by birth, instead mutating himself to become one, but he still counts.
  • Humanoid Abomination: Neither fully human nor fully dragon, not really living without being undead, this guy is a downright repulsive, decaying, skeletal, stinky contradiction to the laws of nature.
  • High Priest: The Bone Stalker Mage is the founder and Supreme Leader of the Cult of the Night Dragon.
  • King Mook: He is pretty much an even mightier, uglier and naster Draconic Stalker than usual. Justified since he fashioned them after himself, or the other way around, it's not exactly clear.
  • Magic Knight: He is both a considerably powerful wizard and an expert warrior of superhuman skill.
  • Master Swordsman: The Bone Stalker Mage sure knows his way with a sword.
  • Mook Maker: He created the Draconic Stalkers to make Elite Mooks for his cult.
  • No Name Given: He is only known by his title.
  • Overshadowed by Awesome: In any other book, he would make a fearsome Final Boss, but, compared to something as powerful and nightmarish as the Night Dragon, let alone someone equipped to face it, he is little more than a minor inconvenience. Without the Divine Weapons however...
  • Playing with Fire: Before fighting, he casts a spell of Fire Threads that cost -4 stamina and -1 skill for the battle against him.
  • Poisoned Weapon: His blade is coated with a poison that costs 4 points of stamina instead of 2, but fortunately evaporates after three turns.
  • Religion Is Magic: He is the High Priest of a Religion of Evil, and uses Dark Magic.
  • Religion of Evil: The cult enslaves populations, and performs both large scale Human Sacrifices and awful experiments.
  • More Teeth than the Osmond Family: Goes along with his draconic head.
  • Stink Bomb: He smells so awfully bad, that it weakens you by -1 skill when you fight him.
  • Summon Magic: During the first two attack rounds, he summons red snake-spirits that cost -4 stamina.
  • Technically Living Zombie: He is alive and well, or as much as one can be in his state, but his flesh is decayed and bone-revealing like an undead.
  • That Man Is Dead: It is made clear that what he was as a human does not matter to him, if it ever did. He even relinquished his human name.
  • Was Once a Man: He used to be a normal human wizard, but he made himself "worthier" of his idol.
  • Would Hurt a Child: Would gladly submit unborn dragon babies to atrocious experiments.

The Dai-Oni, Master of the Place of Battle

https://static.tvtropes.org/pmwiki/pub/images/dai_oni.jpg
Click here to see The Shura 

A powerful, human-shaped Oni serving as Ikiru's main general. He leads the armies of monster that his liege is assembling and confronts you in a memorable Boss Fight, just before facing the Big Bad. He is notable for being surprizingly honourable and polite for such an evil being, and a Foil of sorts to your honourable and duty-bound Samurai character.

  • Affably Evil: He is impeccably courteous when speaking to you, and very honorable alltogether, yet a very powerful demon striving for chaos.
  • Badass Longrobe: The illustration depicts him wearing a lavish, ornate oriental one looking like those worn by nobles of Ancient Japan, fitting his high place in the Sorting Algorithm of Evil
  • Blood Knight: He sure loves battles and bloodshed.
  • Boss Fight: The second-to-last boss fought in the game, and a very powerful one. He has 10 in skill and 10 in stamina. If he strikes you you must roll a dice to know which spell he casts in addition to his normal blow: either an energy blast from his mace, a spell of bad luck, or a confusion spell. It is highly advised to De-Power him, as he is strong enough to land many blows and weaken you not only against him, but against the very hard upcomming Final Boss.
  • Boss Rush: You must confront his three powerful demon familiars before facing him. Don't expect to survive all alone, you need familiars of your own.
  • Carry a Big Stick: He uses a huge tetsubo (a Japanese mace with sharp spikes) as his Weapon of Choice, with great proficiency.
  • De-Power: Summoning the Ki-Rin against him breaks his power and makes the fight way easier. Beware though for you won't be able to call it if you destroyed his last familiar on your own.
    • Brought Down to Badass: Even without his power, he remains an expert fighter, who can still give you a run for your money.
  • The Dragon: He is this to Ikiru, serving as his main general, his most powerful follower, and his last line of defence.
  • Emotion Bomb: He can cast a confusion spell that costs you -1 skill, making the battle more dangerous.
  • Evil Counterpart: To you, The Hero, being both formidable warriors with special abilities. You play as the honour-bound Shogun's best samurai, devoted to serve your master at all cost; he is the honour-bound main villain's right-hand, devoted to serve his master at all cost. It reflects in the way you fight him, Familiars against Familiar.
  • Evil Is Sexy: He is described as being very attractive, though exsuding a repellent aura of evilness. The illustration depicting as a menacing yet rather ruggedly handsome.
  • Evil Sounds Deep: He speaks in a loud, booming voice.
  • Evil Virtues: Even if its due to the rules of the Place of Battle, he stays true to his word and answers your last question as a sarcastic yet Benevolent Genie.
  • Familiar: He has three that you must confront one after another. You can fight them normally, but using Familiars of you own is recommanded.
    • Graalsch the Demon Toad is resilient, jumps high and swallows enemies whole. You cannot fight it on your own, as your enemies are too many for you alone. It is immune to fire but deathly afraid of snakes. Do not call the Tatsu, the Phoenix, the Golden Company or Eleonore the Enchantress, but call the Giant Snake or the Sabertooth Tiger, which is too fast for it to catch.
    • K'rllk the Mantis Demon is very fast, and attacks with its strong claws and mandibles. It has 8 in skill and 10 in stamina, and only loses -1 stamina when you strike it due to its hard skin. It does not fear lightning so do not call Eleonore the Enchantress, the Ki Rin, or the Golden Company, but it is deathly vulnerable to fire, so Tatsu or Phoenix galore!
    • Gargantus the Bronze Man, a goat-legged giant with Super Strength, who fires powerful Eye Beams. It is a very tough foe with 9 in skill and 12 in stamina, who blasts you with eye-beams costing -4 stamina at each turn, if you roll an uneven dice number. Elanore the Enchantress' lightning blast or alternatively the Golden Company's teamworkwill do the trick.
  • Final Boss, New Dimension: He is only the second-to-last Boss Fight of the game, but still, he confronts you in a different space called the Place of Battle, which follows a strict set of rules, and enables you to visit several spaces in the country to get help before facing him.
  • Flunky Boss: He fights you with his familiars.
  • Glowing Eyes of Doom: He is described with scary, shining purple eyes.
    • Purple Eyes: The only features indicating that he only looks human.
  • Good Hair, Evil Hair: He is depicted with a "yellow peril" style mustache and goatee.
  • Hopeless Boss Fight: Rushing to face him and his familiars all alone is pure Suicidal Overconfidence, even for a warrior such as you.
  • Light Is Not Good: He is described as clad in pure gold and silver clothing, and is a greater demon who seeks to destroy your country.
  • Meaningful Name: He is known by a name meaning "Greater Demon" and is... surprise, surprise, a greater demon.
  • Magic Knight: He is not only a fearsome warrior, but also wields dangerous powers.
  • Names to Run Away from Really Fast: His name tells you upfront: "I'm a super powerful demon who means big trouble".
  • Noble Demon: He is very honour-bound, to the point that he agrees to answer one question after you slay him. If you ask him help against his master, he even complies, raising your luck score, that indeed is much needed in the Final Battle. Only him can tell you the secret of the Dai Katana, which makes the fight against Ikiru considerably easier.
  • No Name Given: Dai Oni is in fact the title given to the class of demon he belongs to.
  • Oni: His aspects and actions are closer to Western Oni than demons, being a Blood Knight Noble Demon taking an attractive human aspect.
  • Our Demons Are Different: He looks perfectly human, but he is a powerful demon.
  • Our Spirits Are Different: He rises again as a spectral Shura after you kill him, looking more demonic than his own physical appearance. It is a very dangerous foe with 9 in skill and 8 in stamina, who drains your life-force. If you got a Tatsu Amulet, you summon a Jizo Monk who exorcises it without fight.
  • Secret Keeper: He knows one of the secrets of the Dai Katana Singing Death, but cannot reveal it willingly, for anyone who does that would be destroyed along with the sword, which is essential for his master's plan. He tells it to you if you ask him as he lays dying, honour-bound to answer one question.
  • Soul Power: The Shura directly harms you soul without so much as scratching your body when it lands a blow.
  • Sword Beam: He can fire energy blasts from his tetsubo, making them mace beams to be precise, costing additional -2 stamina.
  • Tin Tyrant: He is described as wearing an armour, but the illustration depicts him with an ornate Badass Longrobe.
  • Villainous Breakdown: He starts the Boss Fight against him as collected and courteous, and becomes increasingly furious and unhinged as you destroy his demon familiars one after the other.
  • Winds of Destiny, Change: He casts spells that costs you -1 luck during the Boss Fight. He can raise it by 2 if you ask for his help against Ikiru as he lays dying, honour-bound to answer one question.

Lord Kelnor of Drumer, Last Earl of the House of Hell

https://static.tvtropes.org/pmwiki/pub/images/lord_kelnor.jpg
Appears in: House of Hell

Lord Kelnor is the last member of the once-great Drumer family, which has dwindled much from its once great prominence. Publicly, he presents himself as a dignified nobleman, but in reality, he's the Black Priest of the Night, the leader of a devil-worshipping cult operating out of the Drumer mansion. They kidnap innocent people and travellers who they sacrifice to their demonic masters, and get away with it because several local government officials are also members of the cult. Until one fated night, when you come along...

  • Aristocrats Are Evil: He is a wealthy noble, and a despicable, fanatical murderer.
  • Big Bad: The Lord of the Manor and the High Priest of the demon-worshipping cult that antagonizes you throughout the story.
    • Subverted though, he is in fact merely The Dragon, with the mysterious Master truly calling the shots.
  • The Dark Arts: He is never seen spellcasting, but is described to have vast occult powers, which he uses to control the monsters he swarmed his mansion with.
  • Deal with the Devil: It is all but outright stated that he got his powers by selling his soul to his foul idols.
  • The Dragon: He is in fact this to the Master, the Hell Demon he worships. It is implied that he gained his dark powers from a deal with him.
  • Evil Eyebrows: The second you see his picture, you can guess that something is not right with this fellow.
  • Faux Affably Evil: He initially presents himself as a kind, generous host, but he is in fact a cruel, ruthless and fanatical murderer, whose courtesy hardly veils his contempt. He does retain a veneer of courtesy when the masks are off, but does not bother to hide his hatred of you.
  • The Heavy: The lord and owner of the titular House of Hell. He is the one who welcomes you and who immediately decides to have you sacrificed to his wretched cult. But you eventually learn that the Black Priest of the Night (him) and the Master of the Cult are in fact two distinct people.
  • High Priest: To the Religion of Evil of demon worshippers he founded. His title is the Black Priest of the Night.
  • Hollywood Satanism: Worshipping demons and sacrificing innocents clad in robes and goat masks. Yes, he plays the trope as straight as can be.
  • Human Sacrifice: His cult practice that quite often, as per Hollywood Satanism tradition and he plans to do this to you.
  • Impoverished Patrician: He is still pretty well-off, but states to have fallen on hard times, for the locals are deserting his estates. Turns out that funding a sect costs money and making people disappear on a regular basis does not motivate people to stay. Gee! Who would have thought?
  • Knight of Cerebus: The Heavy of one of the gloomiest books of the franchise. With a creepy atmosphere, and a fair share of gory scenes and settings, all the more unsettling in that it happens in the normal world instead of the Fantasy world of Titan.
  • Last of His Kind: Is the only remaining Drumer. It's heavily implied that he is that by his own design. He married his sister, his last living relative to a vampire henchman of his, and predictably...
  • Man of Wealth and Taste: He is refined, has good taste, and lives in a gloomy and a bit derelict, but still lavish mention. In a twist of Irony, he worships the Trope Namer.
  • Meaningful Name: Drumer is an anagram for "murder".
  • Names to Run Away from Really Fast: Drumer, see above. Also, the Black Priest of the Night makes quite clear that he is not worshipping flowers and birdies...
  • Religion of Evil: His cult. See Hollywood Satanism above.
  • Screw the Rules, I Have Connections!: He gets away with his crimes by having the local authorities in his thrall.
  • Tampering with Food and Drink: the meal he serves you at the beginning is drugged.
  • Trial-and-Error Gameplay: When the Final Battle unfolds, you confront both Lord Kelnor and Franklins. The most logical choice would be to kill Lord Kelnor, but if you do so Franklins reveals his true form of the Hell Demon and destroys you. You need to face Franklins to unveils his real identity and face the Final Boss.
  • The Unfought: Played with. You can fight him, and with 9 in skill and 10 in stamina he is no pipsqueak. But if you chose to fight him, the Master reveals himself and kills you. He is only this in the True Path, as choosing not to fight him is in fact the key to the Golden Ending. In this, you kill the Master and leave him sobbing over his dead body, while the mansion burns down and leads him to a well-deserved fiery demise.
  • Villainous Cheekbones: That alone should have tipped you off that this guy was bad news.
  • Villainous Widow's Peak: To complete the looks.
  • Wicked Cultured: He is well-read and classy, and owns a big library in his mansion.
  • Would Hit a Girl: Much worse, would sacrifice a girl and feed his sister to a vampire.

Katarina Heydrich, Sorceress Noble of Mortvania

https://static.tvtropes.org/pmwiki/pub/images/katarina_heydrich.jpg

The younger sister of the Vampire Lord Count Reiner Heydrich, as evil, ambitious and dangerous as he is, she serves as a major villainess of the gamebooks of which he is the Big Bad. She is a very powerful Wicked Witch who uses Blood Magic to remain young and beatiful. In the first, she lives a life of luxury in the castle, keeping (mostly) cordial relationship with him, and has equal plot importance as he gets. In the second, she is resurrected as a vampire to serve as his second-in-command, and her role is drastically reduced.

  • Affably Evil: She is very courteous, welcomes you warmly and offers you a drink and even offers to help you slay Reiner. But make no mistake, you are but a tool to use and discard as she pleases, and she makes it crystal clear.
  • Aristocrats Are Evil: Like you would not believe.
  • Back from the Dead: Courtesy of her brother in the second book.
  • Badass Bookworm: Katarina is a well-read and very intelligent manipulator, with impressive mastery of magic.
  • The Baroness: She gains points for actually being an aristocrat. She is a composed, vain and sarcastic Femme Fatale whose appearance and mannerisms scream nobility, and she is plenty competent and dangerous.
  • Berserk Button: Don't tell her that you are her to free her next victim-to-be, you will soon regret the Affably Evil Manipulative Bitch you were speaking to moments earlier. She also cannot stand when Reiner one-ups her and reacts violently.
  • Big-Bad Ensemble: In the first book, it soon becomes obvious that Katarina means as much trouble to you and Mortvania as a whole than Reiner. While they are in good terms overall, she makes no mystery of her ambition to replace him, and he is fully aware of it.
  • Blood Bath: Her youth treatment is the same as Countess Bathory, of whom she is inspired, albeit one with actual sorcery to make it work.
  • Blood Magic: She uses the blood of youngsters Reiner gives her in a gory ritual to retain her youth and good looks.
  • Cain and Abel: With Gunthar, her last sibling. She is an evil and ambitious Wicked Witch, while he is a generous and humble healer. He never dares use his powers out of fear of her retaliation.
  • Consummate Liar: She blatantly lies to you if you strike a deal with her, but unless you were warned beforehand, you have no way of knowing it. She tells you that Lothar the Castellan is untrustworthy and would never part with the stake you need to finish off Reiner, while he is one of the most benevolent and helpful characters, and gladly gives it to you.
  • Curse: If you promise something to her without intention of upholding your bargain, her magic will make you suffer. If you agreed to kill Lothar but don't attack him, you lose -4 stamina and owe your life to a potion he makes you drink.
  • Dark Action Girl: An evil witch and a deadly foe.
  • Demoted to Dragon: She goes from the second half of a Big-Bad Ensemble and the True Final Boss in the first game, to a vampire under her brother's command in the second.
  • Demoted to Extra: After sharing the spotlight with Reiner in the first book, she has but a minor role in the second, being mentioned once or twice and fought during the Final Battle.
  • Despotism Justifies the Means: She loves power and covets her brother's title.
  • The Dragon: Reiner resurrected as a vampire to serve as this in the second book.
  • The Dreaded: Everyone who knows what she is capable of, and is not swayed by her charms, are scared witless of her. Just ask her poor brother Gunthar.
  • Evil Genius: Katarina is very cunning and devious, and an excellent manipulator, who can make you do her bidding even without hidding the fact that she is using you for her nefarious purposes.
  • Evil Is Sexy: She has very good looks, frequently mentioned by the narration.
  • Evil Sorcerer: One of the finest female example of the franchise.
  • Evil Wears Black: She wears a simple yet high-class black gown.
  • Expy: She is based on Countess Ersebeth (Elizabeth) Bathory, the infamous Bloody Countess of Real Life history. She murdered dozens of young women and girls, and according to folk tales, she bathed in their blood, believing that it would make her young forever. Needless to say it didn't. She was eventually sentenced to be walled up alive.
  • False Innocence Trick: In the second book. If you meet her and talk to her, she pretends to be an innocent captive to take you by surprise. If you attack her, she has 9 in skill and 9 in stamina, but if you listen to her, she strikes you and costs -2 stamina, before fighting you with 10 in skill and 11 in stamina. While not nearly as powerful as her formidable brother, she remains quite tough, so if you got weakened in the last battle, it is best to attack at once.
  • Femme Fatale: She is very sexy, sultry, seductive but never openly lascivous, manipulative, and rotten to the core.
  • Femme Fatalons: She sports long, pointed nails.
  • Hot Witch: Katarina is as far as the stereotype of the old crone as you can imagine. The narration puts a strong emphasis on her stunning good looks and the illustrations do not disappoint.
  • Hypnotic Eyes: Her signature power, coming in handy to defeat foes without fight and to gain powerful servants.
    • Charm Person: She can easily compel people to do what she wants, or make them her slaves forever, and predictably does so when she confronts you. If you succumbed the first time, resisting is harder, but if you resisted the first time resisting again is easier.
  • It's All About Me: For all of her indeniable power, intelligence and style, she at heart is but a vicious, power-hungry, arrogant and vain bitch who only cares about herself, her wealth and her looks.
  • Kicking Ass in All Her Finery: She wears a lavish gown, and can match seasoned warriors in battle.
  • Knife Nut: Katarina wields a silver dagger in battle, with enough skill to face experts fighters.
  • Lady of Black Magic: She is poised, graceful, refined and elegant, and masters deadly magic.
  • Lady of War: She is poised, graceful, refined and elegant, and is deadly in battle.
  • Magic Knight: She is a vastly powerful and skilled witch, but also a very talented fighter.
  • Man of Wealth and Taste: Well, woman in that case. She has very good taste and lives in lavish quarters.
  • Manipulative Bastard: Well manipulative bitch in that case. She is very good at wrapping people around her finger (just ask the sage of the castle) and use others to do her dirty work. You included.
  • Ms. Fanservice: Did we mention that she is devilishly attractive?
  • No Immortal Inertia: She reverts to her real age when she dies, and the result is not pretty at all, not helped by the illustration.
  • No-Sell: Face her without a magic weapon and you’re toast. And as a living human, she laughs off Holy Water and Turn Undead spells.
  • Older Than He Looks: Would you believe upon seeing her that she is seventy-six years old?
  • Our Vampires Are Different: She is resurrected as a vampire in the second book.
  • Orcus on His Throne: She spends the entire game in her quarters save from the Golden Ending, and uses people for her dirty work. But she does it with style.
  • Raven Hair, Ivory Skin: She fits this standard of beauty like a glove. Even more in the second book, after she has become a vampire.
  • Recurring Boss: You can fight her twice during the game, but for the fist Boss Battle is a Skippable Boss, and she teleports away after you strike her four times. You can first fight her if you venture in her quarters, and then after you killed Reiner.
  • Silk Hiding Steel: She barely conceals the steel, but still plays the Proper Lady game to lull people into a false sense of security. Just don't underestimate her, or you are in for a world of pain.
  • Simple, yet Opulent: Her gown is lavish yet without fancy ornaments, and she wears only one piece of jewelry.
  • A Sinister Clue: She wields her dagger in her left hand.
  • Skippable Boss: You can avoid meeting her altogether when coming close to her quarters. And you can only fight her in the end if you could fully destroy Reiner.
  • Slouch of Villainy: Just look at the picture.
  • The Starscream: She not so secretely waits for an opportunity to kill Reiner and take her throne. He is fully aware of it and takes his precautions.
  • True Final Boss: If you managed to stake and destroy Reiner, she appears before you to prevent you from freeing her captive, being the last obstacle between you and the Golden Ending.
    • Post-Final Boss: While a True Final Boss is usually harder that the regular one, she is much less dangerous than her brother. With 10 in skill and 10 in stamina, she is no laughing matter, she takes advantage of your weakened state after the tremendous Boss Fight against Reiner, and the power boost granted by the Infinity +1 Sword is lower against her for she is alive. Yet, the battle remains pretty much a breeze for someone who could take down a Vampire Lord.
    • She again serves as the last enemy in the second book, if you killed Reiner. Still, as a fledling vampire blinded by rage, she has only 9 in skill and 9 in stamina, making her quite tough, but a joke for someone who destroyed a foe such as her brother. She averts the Post-Final Boss trope if you let Reiner escape, as you will fight him again after killing her.
  • Vain Sorceress: Katarina would stop at nothing to retain her youth and astonishing beauty forever.
  • Villain Teleportation: She appears right before you out of nowhere before the Boss Fight against her. If you fight her in her quarters, she vanishes after you land four blows.
  • Wicked Cultured: Both Heydrich siblings love luxury, are very refined and have very good taste.
  • Wicked Witch: She seems at first to turn the trope on its, but she is in fact Older Than She Looks. [[spoiler: Her true aspect, deprived of artificial youth, makes her this through and through
  • Xanatos Speed Chess: Katarina is not into elaborate schemes, she'd rather go with the flow, and then alter the flow's course as soon as she sees an opportunity. She immediately figures out that you are her to kill her vampire brother and offers to help you, adapting her offers and bargains to what you tell her.

The Khuddams, Seven Spawns of the Malice

https://static.tvtropes.org/pmwiki/pub/images/khuddam.jpg
Appear in: Chasms of Malice

Seven very powerful demonic beings, serving as the Co-Dragons to the evil disembodied spirit known as the Malice. They are named Friankara, Barkek, Churka, Geshra, Griffkek, Gurskut and Kahhrac. Their master possessed Orghuz of Gorak, the younger brother of King Tancred the Magnificent who died fighting it, but fortunately, Tancred sealed them all away in the Dark Chasm. But now, eight centuries later, Tancred's line is extinct and the seal is weakening. Should the Khuddams succeed in breaking the True Shield that prevents them from multiplying without end, Orghuz would destroy Titan with an army of them. Fortunately, Tancred's line is not as extinct as was believed...

  • Ancient Evil: Spawned by the Malice at the Dawn of Time.
  • Badass Crew: A group of very powerful warriors.
  • Badass Cape: They all wear a long, billowing black cape. It is the only thing that remains after you destroy one.
  • Boss Battle: Each one you meet predictably attack you. They all have 10 in skill and 12 in stamina, making them very dangerous foes.
  • Blood Knight: They love battles, and love even more killing foes in violent ways. Positively charming...
  • Co-Dragons: To Orghuz, and to the Malice before it possessed him. They carry on his will inside the Chasm, lead his troops, and hunt down the hero.
    • The Dragon: The Khuddams' leader Friankara is Orghuz's true second in command and the sole female among them.
  • Evil Sounds Raspy: Their voice is described as hissing and guttural.
  • Flunky Boss: If one finds you when surrounded by their soldiers, the sends them all to Zerg Rush you to death. It is best to be cautious.
  • Four-Star Badass: They lead Orghuz's Fell Army under him.
  • Frontline General: They fight the battles ahead of their troops.
  • Gotta Kill Them All: You must track them down and kill as many as you can before facing Orghuz. Except you cannot kill them all, the most you can destroy is six out of seven.
  • Ignored Enemy: One of the earlier Khuddam can be met and fought in a tavern where he's seemingly about to ambush the hero when noticed... except that you have to choose to fight him to start the battle and you can just turn the back on him and walk out of the tavern, with the Khuddam making nothing to stop you.
  • Innate Night Vision: They can see in the dark as clearly as you can see in broad daylight. Learning to fight in the dark is highly recomanded.
  • In the Hood: They cover their faces with the hood of their cape.
  • Magic Knight: They have vast Dark Powers, in addition to their exceptional fighting skills, but they never use them against you.
  • Master Swordsman: They are all very powerful fighters.
  • Meaningful Name: "Khuddam" means "servant" in Arabic, fitting their obedience to the Big Bad.
  • More Teeth than the Osmond Family: They all have a mouth full of sharp fangs.
  • Praetorian Guard: They serve as this to Orghuz. Should the True Shield be broken, they will become a veritable army, an unstoppable one not only due to their sheer numbers but also to their might.
  • Quirky Miniboss Squad: Less quirky and more dangerous than the usual examples of the trope, but they still qualify.
  • Red Eyes, Take Warning: Blood red and definitely menacing.
  • Satellite Character: They are not very developed beyond their evil and obedience to the Malice, carrying on orders and little more. At least the Shadow Warriors take the matter in hand and show some initiative.
  • Self-Duplication: They have the power to multiply exponentially into hordes of thousands. Only the True Shield is preventing them from overflowing.
  • Sinister Scimitar: Their weapon of choice.
  • Slavery Is a Special Kind of Evil: The Khuddams use captured people as slaves in the mines, to unearth the iron he uses to create Slave Collars. If he has his way, everyone in Khul will wear his collars.
  • Skippable Boss: While you can enconter the seven Khuddams across the Chasm, it's possible to complete the game without having to fight them. However, it's a bad idea if you didn't find the Heartflame to upgrade your sword, as Orghuz will automatically revive when killed, sacrificing a Khuddam in his place. If you did temper your sword in the Heartflame, you can bypass this spell and kill them all at once.
  • The Smurfette Principle: There is one female Khuddam, Friankara, their leader.
    • More Deadly Than the Male: Played with. Friankara is described as much worse than the others, but she has the same stats as they all have, and no additional power. If you face her with your weapon, the fight is no different than against the others, if not, she is indeed the deadliest foe you'll face in the game, with 12 in skill and 16 in stamina.
    • Natural Weapon: Contrary to the others, she does not wield a Sinister Scimitar, and fights with her claws.
    • Poisoned Weapon: Subverted. It is said that her claws are poisoned, but they don't deal additional damage.
  • Snake Talk: They speak this way.
  • Spikes of Villainy: They wear spiky bracelets.
  • Soul Jar: They act as one for Orghuz, as the Malice can revive him by sacrificing their lives. If you didn't temper your sword in the Heartflame of Minosaddurr, you must fight Orghuz at least seven times.
  • Time Abyss: They fought in the First Battle before time came to the world.
  • Undying Loyalty: They live and breathe to serve Orghuz the Malice.
  • You All Look Familiar: They have basically no physical distinction whatsoever.
  • Was Once a Man: They are elves and men warrior from the Time of Gods, corrupted beyond return by the Malice.

The Kurakil, The Infernal Beast

https://static.tvtropes.org/pmwiki/pub/images/the_kurakil.jpg
Appears in: Spellbreaker | Titan - The Fighting Fantasy World

A Demon Lord of equal rank to the Demon Princes, the only ones of their kind to escape banishment to the Void after the apocalyptic First Battle, who took over The Pit. During the First Battle, he and other demons of equal ranks kept Time captive, until it was destroyed by the gods. When the Demon Gods were banished to the Void, the Kurakil escaped along with the Dzemon Princes and settled in the Pit. He roamed the world and spread untold devastation for years, but was eventually trapped in the Casket of Shadows some time after the Chaos Wars. After over two centuries, he is about to be freed by the Warlock Nazek, but a warrior who has a score to settle with Nazek set out to prevent it...

  • Ancient Evil: He exists since before Time itself came into existence.
  • Antagonist Abilities: He has max stats, and his tail serve as an additional weapon to mow down your Life Meter even quicker. No wonder he is widely wiewed as That One Boss.
  • Apocalypse How: Should he get released, the destruction he will unleash will devastate all of Titan.
  • Bad Moon Rising: Nazek is waiting for the night of Shekka's Moon, also known as the Witches' Moon: A gloomy night happening once every thrity seven years, in which the moon rises blood-red, spreading the power of Shekka all over Titan and vastly empowering practices of The Dark Arts. This is the only time in which he can free the Kurakil. If you take too long to reach Nazek's lair, it will be too late.
  • Big Red Devil: The Kurakil is represented as a classical demon. Bat-like wings? Check! Goat-like legs and horns? Check and check! Huge, humanoid body covered in scales? Check! He adds a wolf-like head and a draconic tail, to make it even better. Then again, one does not need to be original to be scary as hell.
  • Climax Boss: He might not be the Final Boss, but he is definitely the big Boss Fight of the game. He is a very powerful enemy with 12 in skill and 18 in stamina, and with the power boost gained by the Infinity +1 Sword being rather low, he is a nightmare to fight without very high stats.
  • Complete Immortality: Just like the Demon Princes, he cannot be fully destroyed. When you slay him, his essence is sent back to the Pit to regenerate.
  • Demon Lords and Archdevils: He is as powerful and influent as the Demon Princes, but whether he ranks equal to the superior Snake Demons, the subservient Night Demons, or somewhere in-between is never explained.
  • Dimension Lord: He comes from the Demonic Planes of Existence and strives to take over and devastate the Earthly Planes. Probably for demons to dwell there under his control, like the other Demon Princes.
  • Divine Ranks: Like the Demon Princes, he is of Demi-God status, and is worshipped by evil doers all around Titan.
  • The Dreaded: He is feared all over Titan, and everyone agrees that he must not resurface.
  • Evil Is Bigger: He stands over sixteen-foot tall.
  • Generic Doomsday Villain: He is evil, he is frightening, he is powerful, he is dangerous... And that's pretty much all. It is quite clear that he is only there to provide a huge Boss Fight. While other Sealed Evils like Voivod, Xakhaz or the Night Dragon made their presence felt and spread their influence all over the setting, here there is demonic activity all over, but this is more Nazek's doing than his influence.
  • Greater-Scope Villain: He is far and away the most powerful foe faced in the book, but he spends the entire story as a Sealed Evil in a Can and has little to no influence on the plot. In a supreme bout of Irony, one of the rulers of the local Hell serves here as little more than an attack dog for Nazek.
  • Glowing Eyes of Doom: Just to make him look scarier. As if he needed it.
  • Hellfire: He is represented surrounded by demonic fire in the illustrations.
  • Horned Humanoid: Classic, devilish goat-like horns.
  • I Have Many Names: The Kurakil is also known as the Infernal Beast, and Miphreas the Soul Destroyer.
  • Knight of Cerebus: He is featured in one of the darkest gamebooks of the series.
  • The Legions of Hell: He is always followed by a horde of demons who were trapped along with him and escape when he is released. You need a page torn from the Black Grimoire to cast a spell that seals them again, lest they tear you to shreds.
  • Made of Evil: And it shows…
  • Names to Run Away from Really Fast: The last syllable in his name is a good summary of the character. Not to mention his other names...
  • Natural Weapon: His claws, horn and tail.
  • Nigh Invulnerable: Only the mightiest magic weapons and blessed blades can harm him. Without the Holy Sword Deliverer, the local Infinity +1 Sword, you are pretty much screwed.
  • No-Sell: Do not waste time in using trinkets against him and go straight for a kill. Nothing else will work, unless you seek a painful Game Over...
  • Omnicidal Maniac: His goal is pretty much to wipe out all mortal life.
  • Our Demons Are Different: As clasical as he looks like, he still is no ordinary demon, whose rank in the Pit is not clearly defined.
  • Prehensile Tail
  • Tail Slap: When you fight him, he swipes his dragon-like tail at every attack-round, causing additional damage 2 in 6 times, depending on a dice roll. As if he was not hard enough...
  • Time Abyss: A survivor of the Time of Gods, at the very beginning of the creation.
  • Timed Mission: You have four days to catch up with Nazek and defeat him, or else he unleashes the Kurakil and lets him loose on the world, backed by his own forces.
  • Yellow Eyes of Sneakiness: His eyes are a demonic yellow, but there is nothing remotely sneaky about him.
  • Walking Wasteland: He spreads untold destruction wherever he goes.
  • Winged Humanoid: Classic bat-like wings.

Leesha, High Priestess of the Lost City of Vatos

https://static.tvtropes.org/pmwiki/pub/images/leesha.jpg
Appears in : Temple of Terror

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

  • Achilles' Heel: There's only one thing that she fears: a Sandworm Tooth.
  • Affably Evil: She may be evil, but she's surely affable and courteous. Provide her with something she likes and she rewards you handsomely, oppose her or merely displease her, and she kills you without a second glance.
  • Big Bad Duumvirate: Forms one with Malbordus, being the leader of the temple you must explore and actually in cahoots with the Dark Elf, seemingly willing to let him have the Dragon artefacts.
    • Contrary to Malbordus, a Sorcerous Overlord wannabee working to build his own power base, she wields considerable power but only cares about sitting around and having her every whim catered. She flees as soon as you pose a threat to her, while Malbordus confronts you head on for the Final Battle, cementing him as the biggest threat and true Big Bad.
  • Cowardly Boss: She immediately runs away if you happen to be in possession of the Sandworm Tooth.
  • De-Power: Enter her sanctuary through the rain of gold, and it cancels your ability to spellcast.
  • Dirty Coward: She acts high and mighty when you cannot do a thing against her, but as soon as you prove her wrong, she is much less smug.
  • Femme Fatale: Highly implied to be this, though she doesn't try to employ seduction on you.
  • High Priest: She is the high-priestess of a Religion of Evil worshipping one of the Dark Gods, though we never learn who.
  • Hot Witch: She is very beautiful, and wields vast power.
  • Human Sacrifice: She is an evil priestess, so she delves into this. She sacrifices all losers of her art contests for instances.
  • Karma Houdini: She manages to escape the hero and promptly disappears from the scene, leaving you to fight Malbordus instead.
  • Lady of Black Magic: She is beautiful, poised and elegant, and wields considerable magic power.
  • Man of Wealth and Taste: Woman in that case. She loves beautiful artworks, and is willing to hold an art contest and reward the winner with no less than 300 gold coins. The losers on the other hand...
  • Ms. Fanservice: While she's seen from a distance (see picture) she's quite attractive herself.
  • Nigh Invulnerable: She's protected by an enchantment that makes her virtually invulnerable to mundane and magical weapons. Except for a Sandworm Tooth.
  • Oh, Crap!: Her reaction if you reveal the Sandworm Tooth, the only thing capable of killing her off.
  • Orcus on His Throne: She doesn't leave her comfortable sanctum at all, letting all her minions fight before her.
  • The Paralyzer: If you lack a way to hurt her, she will immobilize you with a spell and call for Malbordus, who proceeds to take your Artefacts.
  • Religion Is Magic: She is the high-priestess of a cult, and wields powerful magic.
  • Religion of Evil: Well, she is a High Priestess and her cultists are either mindless fanatics or horrible monsters. It is implied that she worships the same demons as Malbordus.
  • Screw This, I'm Outta Here!: She doesn't even try to put up a fight but she runs for her life if you threaten her with the Sandworm Tooth.
  • Slouch of Villainy: When you first set your eyes on her, she's reclining on a lavish sofa and being fanned by a massive brute she later unleash on you.
  • Smug Snake: She relies on her, admitedly considerable power and minions to pose a threat, keeping an insufferable condescending sneer all the time, but runs away in terror like the pathetic Dirty Coward she is as soon as thing go south...
  • Sorcerous Overlord: A rare female example. She rules the lost city of Vatos and the monsters dwelling there.
  • Talent Contest: You meet people making works of arts for a contest she frequently organizes, in which the victor is handsomely rewarded and every other contestant is sacrificed. You are not involved directly into the contest, but knowing about it provide a vital clue you need to progress.
  • Vain Sorceress: Highly implied to be the case, she surely likes to show off her beauty.
  • Weak, but Skilled: She masters deadly magic, but she does not even try to fight when you expose her sole Achilles' Heel, and likely never bothered to learn.

Countess Isolde of Maun, Vampire Lady of the Cadre Infernal

https://static.tvtropes.org/pmwiki/pub/images/countess_isolde_of_maun.jpg

A depraved noble lady from the Überwald country of Mauristasia, who along with other morally bankrupt nobles joined Count Varcolac Wulfen when he founded the Cadre Infernal, making a Deal with the Devil to gain power. Isolde and Varcolac were the only one to actually gain from the pact. While she has lesser plot relevance than the Count, and keeps quite cordial relationship with him, she remains a powerful and dangerous threat. Unless an adventurer trying to lift his lycanthropy curse can change it...

  • Affably Evil: If you seek for help, whe will be more than willing to give it to you and be a gracious host. Then again, she does have her interests in mind... She is quite polite even when you confront her but also scathing and spiteful.
  • Aristocrats Are Evil: Pity her poor subjects. She only cares for power and control.
  • Badass Cape: She is a powerful Vampire Lady, who true to form wears an Ominous Opera Cape. The illustration does not depict her wearing it though.
  • Big Bad Wannabe: She is a powerful and cunning Vampire Monarch, who in another gamebook could have been the Final Boss. Too bad for her, Count Varcolac is already on the spot and does not intend to let it go. Until you enter the picture that is...
  • Body Guarding A Badass: Isolde would much rather let Gustav, her werebat servant, do the fighting for her. But should push come to shove, she proves a much deadlier foe.
    • The werebat has only 8 in skill and 8 in stamina, but he can worsen your lycanthropy if he strikes you twice or more, and lift you to drop you on the ground, costing -4 stamina and -1 skill, if he wins two turns in a row. If Van Richten is with you, the werebat will attack him and both will die by falling through the window.
  • Boss Fight: You confront her after getting rid of her werebat servant. She is a very powerful foe with 10 in skill and 13 in stamina. If she strikes you twice in a row, she bites you and costs you -3 stamina, in addition to worsening your condition.
  • Charm Person: If you are gullible enough to trust her for help, she will enthrall you with a curse that kicks in after killing the Wolf Demon and makes you her slave.
  • Classical Movie Vampire: A noble woman living in a derelict but lavish castle, complete with an Ominous Opera Cape, hypnotic powers, mist transformation and resting in coffins, among others. Jonathan Green sure knows his classics...
  • Continuity Nod: The fact that you cannot fully get rid of her without destroying all her coffins, is reminiscent of Count Reiner Heydrich from Vault of the Vampire and Revenge of the Vampire. Also, the way she strikes deal with you while making clear that she furthers her agenda not yours, is reminiscent of Reiner's sister Katarina.
  • Deal with the Devil: How she became a vampire in first place.
    • Basically what she offers you if you seek her help. Complete with screwing you over when you fulfiled your part.
  • Evil Overlord: A rare female example. She may be (reluctantly) subservient to Count Varcolac, but she remains a Feudal Overlord with enormous power, controlling evil Mooks and striving to gain power.
  • Evil Tower of Ominousness: She lives in one.
  • Femme Fatalons: Being a vampire, her pointed nails are long and sharp enough for her to weaponize them.
  • Feudal Overlord: She has complete control over the Domain of Maun.
  • Flight: She does not need to turn into a bat to fly.
  • Flourish Cape in Front of Face: She does this before fleeing your Holy Symbol, complete with insults and threats.
  • Fully-Embraced Fiend: She welcomed becoming a Vampire Monarch, with all the powers included in the package, and enjoys every second of undeath. Then again, she already was rotten to the core when she was still human.
  • Fur Against Fang: She's a Vampire Lady, and has a rivalry with Count Varcolac Wulfen, a Werewolf Lord. It's safe to assume that this trope is enforced by the fact that Isolde and Varcolac are the sole remaining members of the Cadre who are actually sane enough to scheme against each other.
  • Ghostly Glide: She glides over the ground as she moves.
  • Glamour: She is old and undeath twisted her features, but she uses her powers to look like a beautiful and younger woman.
  • Gotta Catch Them All: You must explore her tower to destroy her coffins, and prevent her from fleeing if you best her in a fight.
  • Hypnotic Eyes: She is a vampire is she not?
    • Geas: She puts you under one if you seek for her help: after killing Varcolac and slaying the Wolf Demon, she will appear and the geas will put you under control, forcing you to become her right-hand man.
  • Holy Burns Evil: You can drive her away with a Holy Symbol. And skip the battle against her.
  • Know When To Fold Them: She flees in Super Smoke form if you reduce her stamina to 4 or less, to rest in one of her coffins. If you did not destroy her two coffins, she hides in one of them and you cannot pursue her. If you did, she can only hide in her last coffin not far away, and you stake her with your blade.
  • Lady of Black Magic: She is a refined and dignified noble lady, with enormous dark powers.
  • Ladyof War: She is a refined and dignified noble lady, and an expert fighter who can match the best warriors.
  • Lord Country: Countess Isolde of Maun, ruler of... the burg of Maun.
  • Manipulative Bastard: Well bitch in that case. She is pretty good in using people, even prospective foes, to do her biddings.
  • Must Be Invited: She is a vampire, is she not? In the Non-Standard Game Over in which she makes you her slave after you kill the Big Bad, you open the window to let her in.
  • Natural Weapon: She fights with her nails and fangs, and does not need anything else.
  • Never Mess with Granny: She is old, but remains a cunning and deadly foe that must never be underestimated.
  • Nigh Invulnerable: You stand no chance against her with normal weapons.
    • Victory by Endurance: If you face her with normal weapons, she No Sells everything you throw at her until you are too exhausted to defend yourself, and then she moves for the kill.
  • Ominous Opera Cape: She is a vampire is she not?
  • Our Ghosts Are Different: She attacks you as a vampiric spectre outside her coffin, if you vanquished her but didn't smash all her coffins. Whether it is her under her Super Smoke or a form of Astral Projection is unclear though. Under this form, she only has 8 in skill and 6 in stamina, but she might weaken you by -1 skill if she strikes you through Vampiric Draining.
  • Our Vampires Are Different: She became a Vampire not through bite, but following a Karmic Transformation delivered by the Deal with the Devil above.
  • Red and Black and Evil All Over: She wears black and red clothing.
  • Red Eyes, Take Warning: She is a vampire, is she not?
  • Secret Circle of Secrets: She was part of the Cadre Infernal. Once an alliance of nobles from all around Mauristasia meant to strike alliances and bargains for political power, and delve in magic, but also to push progress in the land, Varcolac twisted it into a group of power-hungry tyrants who sought power for the sake of power.
    • Oddly Small Organization: Under Varcolac, they are only five including the Count. Countess Isolde of Maun the Vampire Monarch, Serena the witch, turned Serpensa the snake-woman in a freakshow, Aranea the Black Widow turned into a real spider-woman, and the Abbot of the Black Monks, who became a giant worm. Only Varcolac and Isolde gained power, the other three were turned into hideous, grotesque and feral monsters, powerful but devoid of the influence they coveted so much.
  • Sequential Boss: If you confront her, you must first resist her hypnosis, fight her werebat servant, and then fight her.
  • Silver Has Mystic Powers: You can only harm her with a silver dagger. Fighting with it does not come in handy, so you lose -1 skill.
  • Simple, yet Opulent: Her clothing is lavish, but without ornaments and excess.
  • Sinister Surveillance: She is able to watch you through, portraits in her likeness.
  • Skippable Boss: Nothing forces you to venture into her tower, you can ignore her and win the game just fine.
  • The Starscream: She wishes to extend her domain from the burg of Maun to the entire Lupravia, but Varcolac is far too powerful for her and she has to obey him. And that's where you enter the scene...
  • Summon Magic: She can call forth faceless, tentacled darkness spirits known as Tenebraes, and will do if you were not stealthy enough when exploring her Evil Tower of Ominousness, before the Boss Fight against her. Fortunately, they pose little trouble and can be weakened by the light of a torch.
  • Super Smoke: She can turn into a cloud of black mist to travel or escape.
  • Transhuman Treachery: Like all the members of the Cadre, she was a manipulative, power-hungry bitch before she became an undead.
  • Undeathly Pallor: She is a vampire is she not?
  • Vain Sorceress: She'd much rather appear as a beautiful woman than the twisted old undead she really is.
  • Vampire Bites Suck: She bites you if she strikes you twice in a row, for greater damage.
    • If you got the werewolf-related skill Cursed Bloodline, the trope backfires on her, as your blood is so infected with lycanthropy that drinking it harms her by -3 in stamina.
  • Vampire Monarch: Doubtless the second most notable of the franchise after Count Reiner Heydrich himself.
  • Voluntary Shapeshifting: She can turn into a bat or a cloud of smoke.
  • White Hair, Black Heart: She has silver hair and has zero redeeming quality.

Naas, Champion of the Dark Elves

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

A powerful and surprisingly honourable Dark Elf Warrior, whom you meet on your quest to kill the Evil Sorcerer Shanzikuul and bring back the Staff of Rulership to the Mage Order guarding it. 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. If you get it before him...

  • Affably Evil: He is very polite and affable, but still very evil.
  • Badass Cape: He 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 more than enough.
  • Cool Crown: He wears a simple, yet nice-looking diadem.
  • Cool Sword: Wields a long, elven sword as his Weapon of Choice.
  • The Dragon: Naas was sent by Dark Elven Monarchs, and states to serve his people. However, it is quite clear that he covets personal profit and expects a huge reward and a 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 him fighting a kidnapper who just attacked him, and in gratitude he later helps you fight the powerful necromancer Vardrath.
  • Escape Rope: He 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 even he dislikes slavery and unnecessary cruelty. Also, he loathes the wretched necromancer Vardrath. Hard to blame him, as said necromancer is an utterly desopicable Big Bad Wannabe and grave robber, as repellent in terms of personality than in looks.
  • Foil: You both want to slay Shanzikuul and take the Staff of Rulership, but not for the same reasons.
  • Invisibility: He uses magic to turn invisible when he helps you kill Vardrath, but he does not use it against you as he regards you worthy of a honourable death. It is implied that his Badass Cape is an Invisibility Cloak, as such artifacts are common among elves.
  • Let's Fight Like Gentlemen: He promises you to fight you in a honourable Duel to the Death, when comes the moment to settle your score, and he keeps his word.
  • 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 Vardath alongside him, he will thank you in earnest and give you precious artifacts.
  • 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: He's the very last opponent you face after dealing with Shanzikuul. He is a very powerful and dangerous foe with 10 in skill and 13 in stamina, but hardly a match for someone who just defeated the uber powerful Sorcerous Overlord. Especially if you took Shanzikuul's Ring of Swordsmanship.
  • 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. He does fight 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?
  • Technicolor Eyes: His eyes are bright violet.
    • Purple Eyes: Such colour is quite uncommon, even among supernatural beings.
  • 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.
  • Villain Respect: He develops this towards you after your Enemy Mine.
  • 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.

The Necromancer, High Priest of the Shadow King

spoiler 
One of the few Fighting Fantasy Villains whose identity is a mystery: You play the Lord of Valsinore, one of the illustrious Templars of the Warrior God Telak, who returns to your domain after a three-year-long crusade against a Death Cult in the Überwald neighbour land of Bathoria. As you reach your castle, you are ambushed and killed by a cultist, and now, you are a ghost who has until the night ends to wind out who could order your death. It soon becomes clear that it is more than the doing of a revengeful survivor. The cult is still fully in action, plaguing your beloved domain with evil forces. You then swear to unmask the mysterious, titular Necromancer who truly leads the cult, and settle your score with him...

  • The Ageless: The course of his life was frozen to stop his aging. The Watcher of the Gate is not amused.
  • Antagonist Title: He is the titular necromancer.
  • Aristocrats Are Evil: Count Unthank. Though his title might be fabricated.
  • Asshole Victim: No one sheds a tear when the Shadow King disposes of him. Your only regret is not doing it yourself.
  • Beard of Evil: A trimmed goatee that screams "piece of filth".
  • Badass Bookworm: He is a very powerful necromancer who wrote his own Spell Book, as well as a skilled fighter and a very intelligent schemer, mastermind of an elaborate plot. Too bad he is far too repulsive to be truly impressive.
  • Big Bad: He appears to be this at first, being the titular villain who had you killed, responsible for all the troubles.
    • Subverted, for he answers to the Shadow King, the source of evil of which he is merely the catalyst.
  • The Chessmaster: His Evil dgPlan is more complex that most. The crusade you fought for three years was in fact a distraction to send you away, against a disposable Decoy Leader set up as a big enough threat, while most of his forces were hidden in Valsinore. Now he has removed your entire order as a threat to prepare his master plan. And he has an ambush set the moment you would least be on your guard, should you survive and return before he is done.
  • Climax Boss: Not the Final Boss, but facing him is still the culmination of your quest. In most cases, you don't even get to fight him and the Shadow King gets rid of him. If you do fight him, he is a very powerful enemy with 11 in skill and 10 in stamina, making the long-awaited fight suitably epic.
    • You still get to skewer him on your blade if the Shadow King kills him, as he raises him as an undead. Less powerful but still quite the challenge, with 9 in skill and 8 in stamina, and dealing big damage if he strikes you twice in a row.
  • Deal with the Devil: He gained his agelessness by selling his soul to the Shadow King. And he gloats about it.
  • The Dragon: He is this to the Shadow King, being his High Priest and main agent on the Earthly Planes.
    • The Death Mage Thanatos, the Decoy Leader your order crusaded against in Bathoria, was in fact this to him.
    • Now the Dark Chapter Master, the leader and mightiest fighter of his Elite Army, serves as his Dragon. With 12 in skill and 12 in stamina, and the ability to inflict greater damage than normal, he is much deadlier than his boss, himself suitably badass.
  • Dragon-in-Chief: With his boss unable to leave the Land of the Dead, he is the one who channels his influence and orchestrate his arrival.
  • Dragged Off to Hell: His final, very much deserved, fate. His spectre dissolves into ectoplasmic fumes, while he is sent to the Land of the Dead to face judgement at last, and be sent to the Realm of the Damned for eternity.
  • Elite Army: He commands Dread Knights of the Order of the Black Shroud: fifty powerful, undead Chaos Warriors.
  • Evil Chancellor: He is in fact your Chamberlain, Count Unthank. However, seizing power in Valsinore is only a mean to a much more sinister end for him.
  • Evil Eyebrows: His every features screams "evil douchebag".
  • Evil Genius: Gotta grant him that, the sod has smarts.
  • Evil Gloating: Pretty much 90% of his lines.
  • Evil Is Not a Toy: He is certain that the Shadow King will reward him with immortality and rulership over all. He is completely out of his league, and the Shadow King wastes no time in disposing of him after he appears.
  • Evil Is Petty: He wants everyone to crawl at his feet or suffer his wrath, for eternity. Just because he cannot stand not being the number one. How lovely...
  • Evil Plan: Unleashing a powerful demon on the world and expecting a reward is pretty standard in a Fantasy setting. But the way he schemes to put it in motion deserve mention.
  • Evil Sorcerer: A staple of the franchise.
  • Evil Wears Black: The guy is Color-Coded for Your Convenience.
  • Good Hair, Evil Hair: Only a villain sports such hairdo and a thin mustache merging with a goatee in fiction.
  • Hand Blast: He can fire surges of dark energy costing -3 stamina. And does so if you rush blindly at him during the Climax.
  • The Heavy: The titular villain who orchestrated the plot and earned your staunch hatred.
  • High Priest: The true founder and leader of the Acolytes of Death who worship the Shadow King.
  • Human Sacrifice: A classical requisite for worshippers of Death. He plans to sacrifice your sister Oriana during a lunar eclipse to bring the Shadow King to the Earthly Planes.
  • Immortality Immorality: He sacrificed the souls of everyone in his village to stop aging.
  • Immortality Seeker: He desperately craves Complete Immortality, calling it "his final victory over the vault."
  • It's All About Me: He wants to lord over all forever, because he feels entitled to. He killed hundreds without so much of a qualm to gain power. His plan would doom everyone to everlasting darkness and damnation? Sucks to be them. You thwart his plan to save the world? DIIIEEEEE!!!! Talk about childish...
  • It's Personal with the Dragon: You hate him for not only having you killed, but for plaguing the domain you entrusted him with evil forces, and targeting your beloved sister Oriana. Quite obviously, settling your score is very satisfying.
    • While at first he merely rants that you should have stayed dead, after you destroy his cult, his liege and his plan, he hates you enough to return as a spectre. But not for long.
  • Karmic Death: Either getting killed by the demon he spent is life serving instead of the immortality he craved, or getting killed by you, his last victim, is totally deserved. Especially if you kill him by breaking the Death's Hourglass that The Grim Reaper gave you because he hates those who cheat death. And his spectre getting destroyed by the rising sun, while he planned for The Night That Never Ends, just sweetens the deal.
  • Karmic Transformation: The Shadow King turns him into a witless, shambling undead, he who wanted to be an immortal lord. Later, he returns as a spectre, just like you returned as a ghost, only to be destroyed by the rising sun.
  • Knife Nut: He wields an obsidian dagger able to harm spirits as his Weapon of Choice. And he knows how to use it.
  • Living on Borrowed Time: He lives the life-expectancy of his victims.
  • Magic Knight: An expert spellcaster, and pretty handy with a weapon.
  • The Man Behind the Man: The Necromancer behind the Acolytes, and behind the cult you crusaded against in Bathoria. In fact a front for his real base of operations, your very castle.
  • The Necromancer: His main field of expertise in magic, as advertised in the title.
  • Obviously Evil: Not only does he look untrustworthy as hell, but also downright punchable.
  • Older Than He Looks: He looks in his early fourties at most, but is in fact well over a hundred years old.
  • Our Ghosts Are Different: He returns as a spectre in the ending, but is quickly destroyed.
  • Our Zombies Are Different: The Shadow King turns him into a shambling, witless, rotting undead, if he kills him himself.
  • Psychopathic Manchild: As evil and dangerous as he is, he is pretty much a bratty child throwing a tantrum because he is not the greatest in the world as he fancies himself to be.
  • Religion of Evil: As if worshippers of Death could be anything but evil.
    • Apocalypse Cult: The Shadow King openly seeks to cover Titan in darkness, cause a Zombie Apocalypse to extinguish life and claim the soul of everyone alive, and they still gladly worship him.
  • Secret Identity: Count Unthank is the Necromancer.
  • Skippable Boss: Inverted, as you must find a way to face him, instead of dodging the confrontation. You do confront him in the Climax, but you only get to fight him if you destroy all his coven with the Spirit Stone.
  • Slime Ball: An utterly loathsome, selfish, smarmy and self-important asshole, who crossed the Moral Event Horizon in his backstory and kept jumping farther and farther beyond during the following years. He uses and backstabs everyone from his men to your subjects, and has not a single decent bone in his body. The Grim Reaper hates his guts and even his boss despises him.
  • Smug Snake: One of the worst offenders of the franchise. He is powerful, smart and competent, but his constant gloating and disgusting pettiness makes it clear he is meant to be despised, and succeeds with flying colours.
  • Spell Book: He wrote one aptly named the Codex Mortis. You can find it and use it against him to great effect.
  • Taking You with Me: After you kill him, and destroy his liege and his cult, he returns as a spectre and rushes at you in hateful frenzy to kill you for the second time. Fortunately, the rising sun destroys him before he can touch you.
  • Turn Undead: He masters a spell to banish all undeads and spirits back whence they came. He uses it twice on you. First when you discover his secret, second if you fight him. You need the magic Shield of Souls to counter it.
  • Villainous Cheekbones: To complete the "look I'm eeeevil" package.
  • Villainous Widow's Peak: Seriously it's a wonder how you could trust him for more than a minute.
  • Walking Spoiler: Quite obviously. Finding out his true identity and motivations are the driving point of the plot.
  • Where I Was Born and Razed: He killed everyone in his hometown of Fetchfen, to live forever. You have the option to visit the ghost town that was once a thriving village, and it is not pretty.
  • Would Hit a Girl: Not only he his quite brutal when taking your sister Oriana away, but he plans to sacrifice her.
  • You Have Outlived Your Usefulness: The first thing the Shadow King does upon appearing is to casually kill him. Complete with disparaging insults.

Quezkari, Demonic Idol of Voodoo

https://static.tvtropes.org/pmwiki/pub/images/quezkari.jpg
Appears in: Bloodbones | Titan - The Fighting Fantasy World

The evil death deity of Voodoo, worshipped by Captain Cinnabar and his pirates, who collects the souls of his adepts' victims. He is a demonic being of Death and Dark Magic, who fought alongside the Forces of Evil during the apocalyptic First Battle, and is more or less on par with the Demon Princes. Will your Roaring Rampage of Revenge against Cinnabar, make you cross his path?...

  • All There in the Manual: The guidebooks reveal that he took part in the First Battle, and that he is subservient to the evil Goddess of Sorcery Shekka.
  • Ancient Evil: He exists since the Dawn of Times.
  • Antagonist Abilities: He has superhuman stats, is immune to even the Infinity +1 Sword unless a specific condition is fulfilled, and he hits hard.
  • Avenging the Villain: Let's just say that he is not taking the death of his best follower and his High Priest very well.
  • Cool Crown: He wears one made of feathers and skull ornaments.
  • Enemies with Death: He is not the true god of death of the setting, but he is the death spirit of Titan's Hollywood Voodoo religion, and he wants you soul.
  • Dimension Lord: He rules from the Spiritual Planes, and exerts his influence over the Earthly Planes.
  • Divine Ranks: He is of demigod level, more or less on equal footing with the Demon Princes themselves, and worshipped across Titan.
  • Evil Overlord: Downplayed. He lacks a proper domain but has temples and commands many evil beings, all over the Diamond Sea and beyond. It is doubtful that Cinnabar's crew are is only worshippers.
  • Final Boss: He appears right after you settle your score with Cinnabar. With 13 in skill (over the normal maximum) and 18 in stamina, he is a truly fearsome enemy, whose blows cost -3 stamina instead of the regular 2. Fortunately, the Infinity +1 Sword and a wristband of white feater grants you power-boosts, he does normal damage if you own a Lion Talisman, and you can use a Blue Jewel to decrease his stats to 10 in skill and 12 in stamina. With all of the above, you will easily mop the ship's deck with his ugly mug.
  • Feed It with Fire: Do not use the Skeletal Artifact against him, lest its evil magic boosts him with +1 skill and +3 stamina.
  • Fog Feet: He has no legs, and floats over the ground in a cloud of black smoke.
  • Glowing Eyes of Doom: As if he was not creepy enough.
  • Greater-Scope Villain: The Big Bad worships him and he has followers all over, but he lets them do as they please, and only appears for the Final Battle.
  • The Grim Reaper: He is not this in the pantheon of Titan, but in the local Voodoo religion, and he does wield power over death and departed souls.
  • God Guise: At one point it's mentioned that he's not really a god, but he has enough evil power to masquerade as one effortlessly.
  • Hollywood Voodoo: He is the main idol of Voodoo practitioners around. The main death idol, to be precise, but there is no mention of others, nicer ones.
  • Lean and Mean: He has a shrivelled, skeletal frame, that only serves to make him even creepier.
  • Made of Evil: He is made of dark smoke and demonic power.
  • Mind Rape: Not him himself, but his Ichor, the mystical substance flowing through every being and setting their amount of power, which he gives to his priest. Anyone who drinks it risks becoming raving mad, and corrupted into serving him.
  • More Teeth than the Osmond Family: A quite impressive set of fangs, fitting his demonic nature.
  • Natural Weapon: His claws.
  • Nigh Invulnerable: Only the most powerful magic swords and blessed blades can harm him. If you cannot unlock the Infinity +1 Sword's power by calling its name, Nightdeath, you are doomed.
  • No-Sell: Attacking him with a normal weapon is useless, and he laughs off most trinkets you can use. When they don't power him up.
  • Obviously Evil: As an evil idol, he could not be anything else.
  • Our Demons Are Different: A demigod-tier demonic spirit, but a demon nonetheless.
  • Our Spirits Are Different: He is an evil Arch-Spirit, worshipped by evil-doers across Titan.
  • Slasher Smile: He sports a wide open one, that clearly marks his appetite for your soul.
  • Soul Power: Quezkari reaps souls and controls them to some extent.
  • Super Empowering: Cinnabar owes him his immortality, and his High Priest Ramatu channels his power to cast dangerous spells.
  • Time Abyss: He was created before Time itself came to the world.
    • Living Relic: Only divine beings like him survived the Time of Gods.
  • Your Soul Is Mine: He steals the souls of his followers' victims. It is implied that he needs them to sustain himself, or at least to manifest on the Earthly Planes.

Senyakhaz, Witch-Priestess of the Howling Gods

https://static.tvtropes.org/pmwiki/pub/images/senyakhaz.jpg

A powerful witch, High Priestess of the Howling God, the twisted Religion of Evil founded centuries ago by the mad archmage Xakhaz. She rules the fanatical Southern Warriors of 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...

  • 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.
  • Compelling Voice: She can influence people's actions, and even their feelings and sensations, with words alone. Never, ever speak to 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 skilled fighter.
  • Dirty Coward: When she fails in subjugating people, she runs away and tries to escape. She only fights when cornered.
  • Distracted by the Sexy: One of her favourite trick is to cause this to people and take profit of their distraction to mesmerize them.
  • The Dragon: She 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 she helps him rebuild his body, so it is her who rules Neuberg and does most of the work.
  • Evil Is Sexy: She is beautiful, but utterly heartless.
  • Evil Sorcerer: A rare female example.
  • False Innocence Trick: She often uses her illusion magic to take on unassuming appearances and take foes by surprise. If you meet a beautiful gservant girl, or three entrhancing 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.
  • The Fundamentalist: She is fanatically devoted to Xakhaz and his twisted cult, adding "Khaz" at the end of her names.
  • 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.
  • High Priest: Senyakhaz is the current ruler of the Khaz priesthood of the Howling Gods.
  • Hot Witch: She 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 her.
  • 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 of Black Magic: She is beautiful and dignified, and formidable with magic.
  • Lady of War: She is beautiful and dignified, and is a skilled and dangerous fighter.
  • 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.
    • Thinking Up Portals: She owns a magic device, likely created by her or by Xakhaz, that creates gateways into different locations through her mirror, like Zagoula or Xakhaz's crypt. You can even go back through time and fight her again if you misuse it.
  • 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 Bitch: She'd rather deceive and use people, or if needed to distract them with illusions playing on their fears and desires, than to fight them outright, and she is very good at it.
  • Master of Illusion: Her main field of expertise in magic, and boy she is good at it!
  • Mind Manipulation: A consummate expert of many forms 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.
  • Raven Hair, Ivory Skin: She has the look.
  • Religion of Evil: The cult of the Howling Gods is utterly depraved, fanatical and violent, fitting its inspiration. They create many a Humanoid Abomination and Animalistic Abomination, all 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: In the book itself, you only discover her real gender before fighting her.
  • Self-Duplication: She can create illusory doubles of herself.
  • 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 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 gigantic spider (pursue her through the door on the right and ignore the beast, it is just a mirage). Finally, you can face her. With 9 in skill and 8 in stamina, she is very tough, but not that durable.
  • Squishy Witch: Very powerful but frail. Do not think she won't put up a fight though.
  • 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 sentenced 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.

The Shadow Warriors, Demonic Knights of Voivod

https://static.tvtropes.org/pmwiki/pub/images/shadow_warriors.jpg

Five ghastly knights who fought under Voivod during the apocalyptic First Battle, opposing the Gods to the Demon Gods in the dawn of times. They and their lord escaped banishment to the Void, and laid waste on Titan until the Gods sealed Voivod away, two thousand years ago. Now that the gruesome War of the Five Kingdoms brought ruin on the continent of the Old World, the Shadow Warriors resurfaced and spread destruction searching for their lord, but no one believes in their existence, so finding someone who can rise against them proves tricky... Until a hero chosen by the God King Titan and the Earth Goddess Throff enters the picture...

  • Ancient Evil: They fought the Gods long before Time existed.
  • Antagonist Abilities: The Shadow Warriors are tough to fight, but what makes them really stand out is their distinct special skill.
    • Kung-Fu Clairvoyance: The first is so fast and skilled in martial arts that he strikes twice for each attack round, as if you were facing two equally skilled enemies, making him arguably one of the most dangerous.
    • Multi-Ranged Master: The second wields daggers at close range, but throws one at each attack turn, causing additional damage 2 in 6 times, depending on a dice-roll.
    • Dual Wielding: The third strikes with both swords and deals double damage whenever he strikes you, no matter what armour you wear or whether you try your luck to diminish the impact, making him arguably one of the most dangerous.
    • Wrecked Weapon: Before fighting, the fourth strikes your sword so hard that he breaks it if you're unlucky. (He deals massive damage if you already lack a sword.)
    • One-Hit Kill: Before fighting, the fifth throws a cursed shuriken that kills you if you get hit, by gradually earing you apart, making him arguably the deadliest one.
  • Antagonist Title
  • Badass Crew: The Shadow Warriors are very powerful fighters, and highly competent enforcers. If you end up against the five of them, you're already as good as dead.
  • Badass Longcoat: They wear one that looks like a funerary shroud.
  • Blood Knight: They were created for war and crave for battles.
  • Boss Rush: During the Final Battle, you must fight them one after the other, excluding those you banished before taking on Voivod himself. Fortunately, by this time, you might have banished several, have an artifact to De-Power them or even the Infinity+1 Spear to One-Hit Kill them.
  • Co-Dragons: They serve as this to Voivod.
    • Dragon-in-Chief: Voivod being a Sealed Evil in a Can who only appears for the final battle, it is them who do all the work, look out to set him free, send assassins after you and track you down. They take care of every detail.
  • Cool Mask: They all wear one, which is more than a mere ornament.
  • The Dreaded: Subverted as most people only know the Shadow Warriors as mere bogeymen from children stories, and scoff at the mention of them being around. Double Subverted for those did not believe... Until they witnessed first-hand how real and deadly they are. You included.
  • Establishing Character Moment: At first you don't believe in them and think they are but disguised bandits... Then, as soon as you leave the capital with the farmers who hired you to protect them, they appear, slaughter your employeers and nearly kill you, forcing you to escape. For the info, yes they are real, and yes they mean business.
  • Exotic Weapon Supremacy: Played straight for the fist, who uses martial arts, and the fifth who use shurikens. Averted for the others, who use more common weapons.
  • Glowing Eyelights of Undeath: dead eyes and glowing pupils, made even creepier by their masks.
  • The Heavy: They drive the plot and have their name in the title.
  • Hellish Horse: The Shadow Warriors' favourite mean of transport.
  • Hopeless Boss Fight: If you choose to take on the five of them at the beginning, you end up dead. Your only hope is to run away and find a way to evade them.
  • Hypercompetent Sidekick: The Shadow Warriors number among the most competent and dedicated Dragons of the franchise. You could almost swear they read the Evil Overlord List. Don't expect them to be fooled by simple tricks, to let go potential threats that just might become troublesome, or to depart without checking whether their victims are really done for.
  • Implacable Man: They will not relent until their lord is free, and until you are dead. No matter in what order. And they succeed the former.
  • It's Personal: After they ruthlessly slaughter the poor farmers who hired you, you swear not to rest until they are destroyed, out of respect for those you could not protect.
    • The Shadow Warriors also make it a big deal that you escaped them, and put you on top of their hit list.
  • Mask of Power: They wear evil looking masks that serve as their anchors to the Earthly Planes. Take it off after defeating one of them and he will be banished into the Land of the Dead for one hundred years.
  • No Name Given: They are only referred to by their respective number.
  • Ninja Pirate Zombie Robot: Undead, demonic knights, wielding all sorts of weapons.
  • Quirky Miniboss Squad: Less quirky and more dangerous than the usual examples of the trope, but they still qualify.
  • Recurring Boss: One of them will appear at several points of the story to fight you. You must roll a dice to know which one, and even those whom you defeated can resurface for a rematch lest you banished them permanently. With 9 in skill and 9 in stamina, and their special powers, they are a force to be reckoned with.
  • Resurrective Immortality: Should you defeat a Shadow Warrior without taking off his mask, he would disappear but return shortly after.
  • Revenant Zombie: They are sentient, intelligent, living corpses who don't decay, but are far worse than mere undeads.
  • Scarily Competent Tracker: Do not expect to escape them for long. They track you down throughout the story and will find you wherever you are. Fortunately for you, there is only one of them to fight you at once until the Final Battle.
  • Silent Antagonist: They never utter a word in the entire gamebooks, only "communicating" through horrible wails and screams.
  • Soul Jar: Their mask serve as this.
    • Also, and in a rather original take on the trope, the Shadow Warriors are this to Voivod, as he cannot be destroyed until the five of them are not banished into the Land of the Deads. He is this to them in turn, as they can only be truly destroyed when he is.
  • Time Abyss: They were created by Voivod during the First Battle, at the very dawn of history, even before Time came to the world.
  • Living Relic: They were there in the Dawn of Time.
  • Undying Loyalty: They do everything Voivod commands. Their first reflex as soon as they are back into action was to try and set him free.
  • Weapon of Choice: Each Shadow Warrior wears a different weapon.
  • You All Look Familiar: You can only differentiate them by the weapon they wield.

Sith, One of the Snake Demons

https://static.tvtropes.org/pmwiki/pub/images/sith_0.jpg
Appears in: Tower of Destruction (mentioned only) | Curse of the Mummy | Titan - The Fighting Fantasy World

The cruellest of the Snake Demons, the highest tier of the Demon Princes lording over the Night Demons, and the origin of their title. The current Demon Princes being the only ones of their kind to escape banishment to the Void after the apocalyptic First Battle, who took over The Pit. Sith rules the Demonic Plane of Steel and commands the Night Demons Relem and Vradna, being as such the most influent Snake Demon in the Pit, but the less influent on the Earthly Planes. She created all the Snake People species of Titan who worship her, chief among them the Caarth, and was part of the Djarat Pantheon, the Fantasy Counterpart Culture of Ancient Egypt, as Sithera the Goddess of Evil.

She never appears in person in a gamebook, but is behind many a Big Bad. But that does not means that her schemes cannot be thwarted...

  • Ancient Evil: Like the other two Snake Demons and many other villains, Sith came into existence during the Dawn of Times.
  • Animal Motifs: Cobras, and other venomous snakes to a lesser extent.
  • Bad Boss: The Demon Princes treat their servants like they treat their foes, read absolutely horribly, and Sith is described as even worse than the others. Shudder.
  • Complete Immortality: Demon Princes cannot be killed, period. Should they be destroyed, their essence returns to the Pit to regenerate. Fortunately, the process takes centuries and is very painful. Once again, she avoids that by never leaving the Pit.
  • Demon Lords And Arch Devils: She's one of the three Snake Demons, the highest rank of the demons, who rule the Pit from the eldritch Palace of Agony. Only a handful of supernatural evil creatures match (or surpass) her level (like the Kurakil).
  • Dimension Lord: Well Dimension Lady to be exact. She rules the Plane of Steel, and by extension the Plane of Blood and the Plane of Platinum, ruled by her Co-Dragons Relem and Vradna, and seeks control over Titan.
  • Divine Ranks: The Demon Princes are of Demi-God status, but they count as minor deities since they are worshipped by evil doers all around Titan. Sith was even part of an actual pantheon.
  • Eldritch Location: Her palace made of snake scales in the Plane of Steel complete with Alien Geometry; it drives mad any mortal who gazes upon it.
  • Evil Is Bigger: She stands over 13 feet tall, and is the vilest among the atrociously malicious and malevolent Demon Princes.
  • Evil Overlord: Well, Evil Overlady. She has the evil influence, the demonic powers and the armies of monsters.
  • Familiar: Her pet, the Immortal Python Sussussurr, forsaken son of the neutral Snake Goddess Vermistra.
  • Evil Wears Black: She wears a lavish, Ancient-Egypt styled black gown.
  • God Guise: She's worshipped as the snake-headed Goddess of Evil Sithera in Djarat, with Akharis being her strongest follower at the time. Her cult as the Goddess of Evil of the Djarat Pantheon was, well, let's just say not exactly nice.
  • Glowing Eyes of Doom: The eyes of the statues in her likeness glow malevolently, as if Sith herself was glaring at you through them. Which might very well be the case...
  • Greater-Scope Villain: Unlike Ishtra and Myurr, she's never directly involved into her schemes. In Tower of Destruction she lets Relem do all the dirty job, while in Curse of the Mummy her worshippers act on her behalf. Though in the latter, she does animate her idol to crush you after you've dealt the finishing blow to Akharis; the closer thing to appearing in person in the entire franchise.
    • Big-Bad Ensemble: The three Snake Demon Sith, Ishtra and Myurr can be seen as this for the franchise as a whole, as they influence directly or indirectly most of the Final Bosses.
  • Hell on Earth: Sith's ultimate goal, pursued by Relem in Tower of Destruction, is to to open a gateway between Titan and the Pit to unleash The Legions of Hell on the world and terraform it into a second Pit.
  • Human Sacrifice: She demands that from the cults worshipping her. Not because she needs them, just because she enjoys it. Yes, she is that repulsive.
  • I Have Many Names: Sith, Sithera.
  • Large and in Charge: A huge demon ruling over other demons.
  • Living Statue: She animates the giant statue in her likeness to crush you after you deal with Akharis to fight for her or to act by proxy.
  • Made of Evil: Demons are created from the corruption of creation.
  • Misanthrope Supreme: She hates all mortal races equally, and even despises the non-demonic evil races.
  • Mook Maker: Sith created the Snake People of Titan. The Demon Princes give life to half-human half-insect/arachnid Elite Mooks known as the Accursed and the Ishkarim.
  • More Deadly Than the Male: Unlike Ishtra and Myurr, she commands two Night Demons as her trusted lieutenants, and is considered the cruelest of the three.
  • Multi-Armed and Dangerous: Downplayed, she has four arms in her main form, sometime even six, and she is incredibly dangerous, but she never fights you so you never can see how she uses her advantage in battle.
  • Name's the Same: She has no relation to the Evil Counterpart of the Jedis from Star Wars. In fact, the character was created before the Sith Order was fully developped. The name might be inspired from the evil faes of Irish and Scottish legends...
  • Nigh Invulnerable: Like the other Demon Princes, only very powerful magic weapons and artifacts designed specifically to fell divine beings can harm her. Though you never do use them against her. Unless you count the Ankh.
  • Omnicidal Maniac: All of her goals involve extinguishing all mortal life on Titan. Knowing her, it is doubtful that she plans to spare even the evil races working for her and her cultists, save from her Snake People.
  • Orcus on His Throne: She rarely involves herself in the action more than she absolutely must, to the point that she almost never leaves the Pit. She prefers directing her minions and using her powers from afar.
  • Our Demons Are Different: She is a demon, but her most common form is that of a sixteen-foot-tall, four armed, snake woman.
  • Reptiles Are Abhorrent: The worst of the Demon Princes is a snake-themed one.
    • Snakes Are Sinister: She's a snake demoness after all, and one of the most dangerous threats to Titan.
  • Skeletons in the Coat Closet: She wears a necklace made of thirteen human skulls.
  • The Smurfette Principle: She's the only female member of the Demon Princes even with Zanbar Bone's transformation in Port of Perils.
  • Snake People: She looks like one and she created all snake-people species of Titan by blending snakes and humans together, chief among them, the powerful and dangerous Caarth that seem to be her favourites.
  • Time Abyss: Like the other two Snake Demons and many other villains, Sith came into existence during the Dawn of Timespredates Titan itself and fought during the First Battle.
    • Living Relic: Only divine beings survived the Time of Gods. Sith, her peers and her demonic masters are to blame for its end.

The Traitor, Envoy of Morgana

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...

  • 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.
  • The Dragon: The Traitor is secretly this to Morgana herself.
  • Evil Chancellor: He is your Court Wizard Ifor Tynin, and your primary advisor.
  • Evil Old Folks: The old bastard has no qualms about delivering his own liege to Morgana, knowing very well that she will be able to rule the world with the Twelve Golems.
  • 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.
  • In the Back: If you cannot guess his identity or have no reason to suspect his presence, you get stabbed in the back to death.
  • Knife Nut: He fights you with a dagger.
  • The Mole: He's this for the real Big Bad, Morgana.
  • Poisonous Friend: Who knew? Your own court wizard and best advisor is actually sending you to your doom to help the plans of his mistress.
  • Post-Final Boss: Though he's awfully easy compared to Morgana herself, having only 8 in skill and 8 in stamina. The real challenge is to unmask him.
  • Punny Name: Plot-relevant one, because at one point you have to deduct which paragraph you must visit in order to fight him. Seasonned players would have know 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.
  • Summon Magic: He summons a Hellfire Spirit to possess your friend and sends it to fight you.
  • Walking Spoiler: His existance and, mostly, his identity, are the main Plot Twist of the book.

Xortan Throg, Wizard of Carsepolis

Appears in: Dungeoneer

An old Evil Sorcerer descendant from the last prince of the lost city of Carsepolis, who strives to restore the kingdom, now replaced by Port Blacksand, the infamous City of Thieves. But little does he know that a being far more evil and dangerous that he could ever dream to be lurks around his lair, and that an adventuring party launched on his track might thwart his plans...

Conrad Zaar, the Maniac Guard

https://static.tvtropes.org/pmwiki/pub/images/whatsapp_image_2018_04_01_at_111302.jpeg
Appears in: Moonrunner

A Man-Orc city guards with a bad attitude and currently on the paybook of Gruul and his Brotherhood, Conrad hides a startling secret: normally nothing more than a corrupt brute, he's actually the undead and unstoppable Serial Killer known as the Maniac Guard, a restless hulk who wanders the streets hiding his face with a steel mask and brandishing a massive machete, spontaneoulsy reviving when killed.

  • Ax-Crazy: He doesn't emote much, but it's assumed that he really, really enjoys killing and butchering people for fun.
  • The Brute: Highly implied to be this to Karam Gruul.
  • Captain Ersatz: He's, essentially, Jason in a fantasy setting.
  • Cement Shoes: If you fight him outside the inn, you get rid of him permanently (for this book at least) by chaining him up and throwing him into a river.
  • Corrupt Hick: A member of the city guard who's on Gruul's payroll and spies them for him.
  • Death-Activated Superpower: After a disappointing performance in his "alive" form, he turns into the much more formidable Maniac Guard after he's killed and struck by a lightning bolt.
  • Half-Human Hybrid: Being a Man-Orc he's half man and half orc.
  • Hockey Mask and Chainsaw: Not the latter, thankfully, but his mask has an uncanning resemblance to a hockey mask, being a great homage to Slasher Movie villains.
  • Implacable Man: Nothing is going to stop him permanently. Nothing.
  • Machete Mayhem: Again, it's unlikely that a fantasy urban setting resembling medieval europe would have a machete, but he wouldn't make a good homage without one.
  • Recurring Boss: If you do run into him, it's possible to fight him at least three times (one in the mill, one in the Waxhouse and one near the river, outside the inn).
  • Resurrective Immortality: No matter how bad he's hurt or damaged, he can seemingly resurrect himself at will.
  • Riddle for the Ages: Aside from the obvious Shout-Out, no explanation is given In-Universe for his incredible stamina and immortality. Is it a curse? Is he one of Gruul's most succesful experiments of Notura? Who knows...
  • Serial Killer: As Conrad, the Maniac Guard, he looks straight out of a Slasher Movie.
  • Skippable Boss: That being said, it is possible to avoid encountering him at all. Even if you do encounter him, you can skip the first battle by throwing him a lantern (which sets the place on fire) and avoid the other two encounters if you skip the Shroud sidequest or have a way to infiltrate the inn.
  • Super Strength: The second he grabs the ladder you realize that you're unable to push it away, and if you trying to throw a pitchfork at him he will bend and crack it with just the grip of his hand.
  • The Undead: Never outright stated, but he acts as a super persistant Revenant Zombie.
  • Windmill Scenery: His hideout is in a mill overlooking the city, complete with iron portcullis and a dungeon room with a Crystal Ball to contact Gruul.

Zeverin, Demented Bringer of Destruction

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

A demented wizard obsessed with power, who created a gigantic, flying Sphere that can destroy entire settlements in a few minutes. He studied magic at the Ice Palace of the Elven Mages, under the Archmage Elokinan, before killing them all. He is in cahoots with demons sent by one of the Demon Princes... He earned the staunch hatred of the survivor of a village he destroyed to test his weapons, who would not rest until he is destroyed...

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