Table of Contents

- The Chronicle of Deeds
- Legacy of the Serpent Riders
- The Land of Blackmarsh
- The Servants of Evil
- Artifacts and Armor
- The Demoness
- The Crusader
- The Paladin
- The Assassin
- The Necromancer

The Chronicle of Deeds

Praveus has been defeated...
But in the process the souls and the influence of the Serpent Riders were released...
The Resurgence of evil has begun...
For as long as most men on Thyrion can remember, their world of Thyrion was tormented
by the powers of evil . First came Eidolon, the third and last remaining Serpent Rider . He
came in a rain of fire which scorched all four of Thyrion's continents: Blackmarsh,
Mazaera, Thysis and Septimus . These four nations, demoralized and weakened by the rain of
fire, they quickly succumbed to his Army of minions . All had seemed lost as humans were
literally hunted down like animals and killed. for months The once beautiful lands of Thyrion
were trampled by his minions. Until four humans came, one from each of the continents, and
began to fight their way through Eidolon's minions. From Blackmarsh came the Crusader ,
Holy man and a healer . From Septimus the Paladin, Trained warrior of Kravnos, the God of
war . The Assassin from Mazaera, ruthless killer for money. Lastly, from Thysis the
Necromancer , powerful Sorcerer and master of the undead. These four heroes swept across the
lands battling the hordes of Eidolon's army and even his generals, The Four Horsemen of the
Apocalypse. First was Famine who ruled Blackmarsh, Death choked Mazaera, Pestilence
plagued Thysis and lastly War enforced the lands of Septimus. Although unlikely, these
demons were also destroyed by the band of four heroes, thus teleporting them straight to
Eidolon's stronghold, the very castle of Blackmarsh. The four heroes confronted Eidolon
in his own courtyard and in a fierce battle that has been said turned the sky dark and stormy
they destroyed Eidolon's Chaos Orb, the source of all his power . Thus allowing them to
defeat Eidolon himself.
For a while, Thyrion enjoyed peace. At least, for a while. Even while the people were struggling
to rebuild their lives, another plot of conquest was being enacted. Not by one of the Serpent
Riders or by their minions, but by the Sorcerer Praveus. He watched Thyrion as it struggled with
Eidolon from his hidden continent, Tulku. He had collected the souls of the other two Serpent
Riders and with the fall of Eidolon, the third and last, he planned to collect all three. With
them, he would add their power to his own, making himself more powerful than all the Serpent
Riders would have combined. Fortunately, for Thyrion, this never came to pass.
The first sign of Praveus' intentions were very visible indeed, But also it was very vague. A flesh
numbing winter swept all across Thyrion, even in places that had never known such weather .
Then came the rumors, rumors of a new continent, one that had seemingly risen by it's own power
out of the sea. The Crusader , after questioning one of Eidolon's former minions, learned of
Praveus' plans and with the three other heroes, he went to the castle of Blackmarsh to
investigate. Here was where they encountered the Demoness.
The Demoness is the only one of her kind, she was meant to be a new breed of minion for
Eidolon, trained and disciplined by Eidolon himself. When Eidolon was killed she had no
choice but to flee as she was not yet at her full strength for any combat. When she learned of
Praveus' plans she went into a unholy rage, for to her, Eidolon was her God, and for anyone
to try to steal his rightful power was to commit sacrilege. The Demoness also went to
investigate into which was once her former home, there she encountered the four heroes who
had slain her master . Not ready to face them she jumped into a chasm which had opened up
where Eidolon's body had fell. The heroes, sensing something was amiss, followed her into
very inner sanctum of the former Eidolon's stronghold.
But the heroes catched up to the Demoness and discovered she too had come for the same purpose,
to destroy Praveus. So then they had a common purpose, at least for then. The heroes searched
until they found a portal to Praveus' land. It was located deep within a maze of catacombs and
guarded by a beast they had never seen before, the Gyak. After defeating it they entered the
portal and entered the land of Tulku. Praveus' homeland.
Tulku is a land of a strange new culture with buildings and symbols of an even stranger design,
the heroes found evidence that at one time humans had lived there, at least before Praveus
had came. The four heroes and the Demoness battled through the harsh weather and lands of
Tulku until they came upon Praveus' palace, there they faced him in a battle that caused
earthquakes to shake the ground and thunder to roll the sky. Praveus wasn't, as Eidolon
wasn't, invincible and he too fell to the combined might of the four heroes of Thyrion and
the Demoness. In the end of the battle, however, the souls of the Serpent Riders were freed
from their captivity. Though no longer as powerful as before, they might still find another host.
With the end of Praveus the winter that numbed every inch of Thyrion, like a candle that is
suddenly blown out, died. As before people began the painful task of piecing their lives back
together . Brave bands of humans set out to find and destroy any remaining monsters on their
world. The once bold warriors of Praveus army, kept alive only by the meager power of the
Serpent Rider's souls, retreated to the darkest corners of Thyrion. Biding their time, waiting
for the right time to strike back .
And they did. Decisively...
The target of their attack was Ravenhurst, a city that even after the attack of Eidolon and
the winter of Praveus remained largely intact and easily defendble. They attacked from the
inside, how this was done remains unknown, where the high ramparts and gates did little to
stop them. Fortunately one guard regiment was out on patrol in the surrounding lands. This
guard patrol, made up of newly trained warriors, was being led by the Crusader himself. By the
time they had learned of the attack the city had been thoroughly overrun . Sensing that any
attacks made by the small group of five warriors, which were mostly untrained, would be
futile, he ordered them to proceed to the nearest town where they could call for
reinforcements. The Crusader himself decided to infiltrate the city alone and find out what he
could, then rendezvous with the troops when they returned. After his troops had left he
traveled to the west side of the city, there he knew he would find a cave that led to a old
military base directly underneath the city. As he approached the cave he lit a torch and he
walked slowly through the cave seeking his tunnel, whispering a prayer underneath his breath.

Legacy of the Serpent Riders

In ages past, the steppe dwellers of Kazul-Mokh prophesied the coming of the Serpent Riders.. But to understand their stories, one must first understand their view of the universe. In the steppe dwellers’ eyes, Thyrion is just one of many worlds. The other worlds of our universe appear as stars in the evening sky. By the steppe dwellers’ reckoning, there are precisely one thousand worlds besides our own, each appearing as a single brilliant star. But this view of the universe posits many questions. What lies between the stars? What holds each world in place? According to the steppe dwellers, the universe is filled with a clear but viscous gas known as Aether. The Aether is to the universe what water is to the ocean; it holds the stars in place, and fills the void between them. A great crystal sphere encircles the Aether, preventing it from escaping. Beyond this celestial sphere lies darkness: the very darkness we see when the sun sinks below the horizon. This darkness is an uncharted land of powerful demons and evil spirits, each slavering to crush our petty worlds, but prevented by the great crystal barrier. The steppe dwellers tell of a brilliant magician who, seeking to travel to distant worlds, fashioned a ship of ironwood and silver to journey through the Aether. When the ship was complete he climbed aboard and sailed into the night, just as a mariner would take to the seas. The journey proceeded smoothly for countless days, but then disaster struck: the ship’s gossamer sails were torn in a great storm of Aether. Unable to steer or otherwise control his craft, the helpless magician watched his ship glide past the brilliant stars he had hoped to visit. Closer and closer loomed the celestial sphere, and the darkness beyond; the magician watched it approach with a mixture of dread and fascination. Finally, the magical ship collided with the barrier. The vessel’s silver prow punctured the crystal sphere and cracked it open, allowing a trio of demons from the darkness beyond to slip into our universe. Horrified at the tragedy he had caused, the magician worked a final, mighty spell to close the rift, exchanging his life for the power to seal the cosmic barrier. He died quietly in the darkness between worlds, wondering if our universe would survive the terror he had unleashed. He would never know the answer, and neither, yet, do we. So goes the story. Whether truth or fiction, it remains our best guess as to the origin of the Serpent Riders. Many have dismissed this tale as mere superstition, but I choose to believe it. Why? Just as the steppe dwellers foretold the arrival of the Serpent Riders, they also foretold the trio’s demise .

D’Sparil According to the texts of Yavenar the Astromancer, the Serpent Riders’ first attack occurred two thousand years ago, on a remote world whose name is forever lost. This world was a place of dense population and seven mighty nations. The Serpent Riders subjugated the world’s seven great leaders by trickery and guile, for they had not yet attained their full power in this universe, and could not crush the world through forthright aggression. One by one the nations fell, as if by clockwork; their corruption and decayed traditions had left them vulnerable to the Serpent Riders’ deception. When the seven great nations had been subverted, they were left to fight amongst themselves. D’Sparil, the youngest and weakest of the Serpent Riders, was left behind to act as puppeteer. He gleefully pulled the strings of each nation, pitting former allies against each other, and sending peaceful nations to battle. He planned to continue this cruel game until every nation had collapsed under the weight of war and famine. The two elders, meanwhile, departed. It was their intention to wreak havoc in new and unsuspecting worlds. Only the Sidhe, a race of heretical elves hiding in the secret places of the world, were left untouched by the Serpent Riders’ poison. Recognizing the threat to their world, the Sidhe elders contrived a mighty spell that crushed the greatest of the Serpent Riders’ armies, leaving behind only a fraction of the mighty horde. But D’Sparil, sensing the source of the magic, retaliated with a storm of pure energy that killed the elders to a man. In the wake of this great magical battle, with the world apparently withered beyond salvation, a single nameless Sidhe assaulted D’Sparil’s stronghold: The City of the Damned. Using the Sidhe elders’ Tomes of Power, mighty artifacts that enhanced the properties of his weapons, this lone elf scored an improbable victory against the forces of evil. D’Sparil was crushed and his minions killed or scattered. Though merely a shadow of its former self, the world was finally free of the Serpent Riders’ poisonous influence.

Korax The next target of the Serpent Riders’ wrath was Cronos, a populous human world. Cronos was a land of unification and oppression, where all of humanity bowed to the triumvirate of Legion, Arcanum, and Church. These three institutions controlled every aspect of Cronos, each exerting power over a meticulously defined sphere of influence. As such, Cronos was both disciplined and fragile: by subverting the leaders of these three institutions, the Serpent Riders instantly gained control of the entire world. Zedek, Marshal of the Legion, Traductus, Grand Patriarch of the Church, and Menelkir, Arch-Mage of the Arcanum succumbed quickly to the Serpent Riders’ promises of immortal life. As before, a single Serpent Rider was left behind once the world was largely enslaved. This time it was Korax, the second most powerful Serpent Rider. On Cronos there was no such thing as the Sidhe, no secret conclave to expunge Korax’s grand army. But there were three brave souls who fought against Korax’s might: Baratus of the Legion, Parius of the Church, and Daedolon of the Arcanum. Together, these three adventurers fought their way through the twisted realms of Cronos, ultimately defeating the chitinous horror that was Korax. Their victory marked a grand day for all of humanity, once again signaling the vulnerability of the dreaded Serpent Riders.

Eidolon
Eidolon’s power was immense, his grip on the world absolute. Some citizens believed his hellish reign would never come to an end, yet in time he too saw defeat at the hands of a band of brave adventurers. Eidolon, the oldest and strongest of the Serpent Riders, was reputedly many times more powerful than his vile brethren. He was certainly aware of the weaknesses that led to the downfall of D’Sparil and Korax, and did his best to guard himself against similar circumstances. In addition to his own troops, he surrounded himself with the remnants of Korax’s and D’Sparil’s broken armies.

The task at hand was formidable. Whoever challenged Eidolon must destroy his minions on all four continents, then challenge Eidolon himself within his ebon stronghold. The dangers were great, from beginning to end. The dank jungles of Mazaera seethed with giant Scorpions and Spiders, while the pyramids of Thysis were replete with Mummies and dreaded Stone Golems. No less formidable were the horrors lurking in the ruined cities of Septimus, or behind the crenellated walls of Blackmarsh.

Despite all these travails, there was yet another peril: the Four Horsemen of the Apocalypse, who served Eidolon as generals. Each governed one of the four great nations, and each had to be defeated to end Eidolon’s infernal dominion.

Praevus
Patience was a virtue with which Praevus was well acquainted. For years he had waited and carefully observed events in Thyrion. The dominion of the Serpent Riders seemed endless. Yet, he knew they must one day fall. Together, he believed, they could have been invincible. Apart, they each bore enough weaknessess to ensure eventual defeat. Through Years of study he revealed the nature of power possessed by each rider. If those fools could not see the value of combining their skills, then they deserved their fate. Better that one of greater wisdom should benefit. With the passing of each rider, Praevus gathered the soul spheres containing each final life essence. Skillfully he preserved the life essence within each one until and waited untill the time of reckoning would arrive. This soon came,. with all three spheres in his possession, be believed that the time had come. where his work would be completed and all the power of the Serpent Riders would be his to command. Unfortunatly for Praveus the four heroes of Thyrion, along with the Demoness uncovered his plan and defeated him on his own new found continent, Tulku.

Few things were known about this mysterious being. It is clear that he was a sorcerer of great power and experience. One would have done well to respect his abilities in the mystical arts. None have actually seem him, except for the five who defeated him. He is said to be somewhat humanoid in nature. He resided in a temple hidden within the land of Tulku. There he worked what final magic was required to prepare for the day when he would have drawn the souls of the defeated Serpent Riders into himself. Fortuatly for Thyrion, this never happened.

The Lands of Blackmarsh

What challenges and perils await those who strive to cleanse Blackmarsh of the remaining armies of Eidolon and Praveus? Aside from the demonic monsters, the land itself presents formidable challenges. For those unfamiliar with Blacmarsh, I will now present a brief introduction:

RavenHurst
Once devastated by the fury of a endless winter brought upon by Praveus, RavenHurst was one of the largest cities of Blackmarsh, it has prospered greatly under the rule of Duke Arimad , a noted lover of books. sadly it was overtaken by a surprise attack from the inside and it's streets are now filled with the monsters and their victims . It is now a warground of good and evil .

Hazards and Peculiarities of Blackmarsh:

As the reader may not be familiar with the lands of Blacmarsh, I shall endeavor to describe the perils and peculiarities that are found throughout our lands. Monsters are not the only challenge to face a would-be hero; the land itself is replete with untold dangers.

Precipices:
Thyrion is a land of steep precipices and narrow gorges. In many cases the minions of chaos have used this feature to their advantage, occupying fortresses riddled with dangerous drops, and forcing would-be heroes to brave these perils before challenging the fortress’ occupants.

Rivers and Lakes:
Rivers and lakes are scattered across the lands of Blackmarsh. Just as the remaing monsters have chosen to take residence near dangerous heights, so too have they staked out lairs where water is close at hand. Thanks to the swarms of deadly Hydrae inhabiting Blackmarsh's murky waters, the presence of lakes or pools is often of great defensive value to them.

Traps:
The creatures of Eidolon and Praveus have devised any number of diabolical traps and snares to catch the unwary adventurer. Many of these traps involve falling sections of ceiling, magical fire that gouts from the walls, or floors that give way to sheer drops or superheated lava. These traps are so varied that I cannot list every sort: suffice it to say that a hero must be cautious when infiltrating their strongholds, for all manner of traps are likely to abound.

Teleporters
There is a final feature of Thyrion that bears mentioning. Unlike the others, it is not a hazard.

I refer, of course, to the network of teleporters erected by Thyrion’s mages many years ago. These teleporters connect important points on each of the continents, and in some cases, connect the continents themselves. Using these teleporters is as simple as walking through a door.

Teleporters will be crucial to the fight against the monsters, for they allow free movement among their most pivotal strongholds. Any adventurer seeking to cleanse Blackmarsh would do well to locate nearby teleporters and use them to best effect.

The Servants of Evil
In the year since Eidolon’s and Praveus' defeats the reamains of their once strong armies still roam Blackmarsh.So that the reader might comprehend the danger of these abominations, I shall spare a few brief pages documenting the nature of each.

Pentacle: The origin of the Pentacles is uncertain, although they seem to be somewhat tied to the element of earth. Their bodies are rather nondescript in form, resembling irregularities in the surface to which they are attached. Their primary weapon is surprise. Pentacles are able to remain attached to any surface as they patiently await the arrival of their prey. Only a slight pulsing as they "breathe" might give one some indication of their presence. Once a victim is in range, the pentacle attacks. His most common form of attack is to spit a toxic projectile manufactured through his elemental nature. A truly dedicated and enthusiastic Pentacle may choose to leap off a surface in a heroic (but suicidal) effort to destroy his victim by physical contact.

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Spider Like Golems, they come in many different sizes. There are two distinct varieties of spider, each with its own color scheme. One sports a black and yellow coloration, while the other is a muddy brown or red. The black spider is reputed to be the deadlier of the two, but the red variety is still a dangerous foe.

Imp Imps have been sighted in both the coldest and hottest of Blackmarsh's climates. There are two distinct varieties, each best suited for a particular extreme of temperature: the Fire Imp and Ice Imp. They are quite similar in physiognomy, though the Ice Imps’ bodies are a frosty blue, and the Fire Imps exhibit a ruddy coloration. Imps fly upon leathery bat wings and attack their hapless victims with magical projectiles of ice or fire–or with vicious, swooping dives. They are fragile but extremely quick, and thus quite difficult to kill.

Knight Archer The remaining minions of Eidolon and praveus include a number of human and semi-human followers. In particular, those two scourges seemed to favor the cadres of deadly archers who heeded their becks and calls. The continents of Thyrion veritably swarmed with roving Knight Archers before, each one seeked to prove his worth by slaying a foe of his master . Knight Archers occupy the middle range of might the remaining minions, both in terms of commonality and power. Their swift arrows can be deadly, while at close range these archers are forced to punch at their opponents. Knight Archers fire enchanted arrows of two varieties. The standard Archer arrow emits a greenish glow and deals considerable damage to its target. The alternate type of arrow glows luminous red, and knocks the archer’s foes backward with great force while causing an equal amount of damage as the green arrows. These red arrows are deadly tools, as they allow the Archer to buffet nearby foes back to long range–thus maintaining the optimum distance for successful archery. Occasionally the traveler may encounter commanders of Knight Archer regiments. These men, known as Archer Lords, are considerably more skilled (and therefore deadlier) than their common minions.

Golem These colossal automatons are both durable and formidable, winning many battles through sheer intimidation. The typical Golem stands twice the height of a man, and moves with measured, ponderous steps. Golems come in many sizes, however. There are several distinct types of Golem. Though different varieties may appear on several continents, there are definite concentrations of particular types on each continent. The mid-sized Iron Golem, a ponderous creature of iron and lead, plagued the castles of Blackmarsh and jungles of Mazaera. Deadly and massive Bronze Golems treaded the paved streets of Septimus, while the relatively diminutive Stone Golems prowled amongst the pyramids of Thysis. All Golems love hand-to-hand combat, where they can crush opponents under their massive, nerveless feet. Additionally, the larger Iron and Bronze Golems fire a deadly blast from magical gems set in their foreheads. The main challenge in fighting Golems is to deal enough damage to destroy them. There are tales of agile warriors who evaded Golems’ attacks with ease, but eventually grew tired of hacking at their durable opponents, and were forced to give up and run.

Skull Wizard No one knows the origin of the Skull Wizards. What is known, however, is that they posses immense magical power. Skull Wizards seem to have taken over control of the remaining monsters, commanding and coordinating attacks. Skull Wizards are masters of summoning. Instead of directly attacking their foes, they like to summon lesser creatures to do battle in their stead. Spiders are reputedly their favorite subjects. When pressed, however, a Skull Wizard is not incapable of defending itself. It can summon a magical skull to fire at enemies, and it teleports short distances whenever it feels genuinely threatened. Even in death, the Skull Wizard is deadly. It is said that a dying Skull Wizard does not truly die, but instead is transmuted into a host of giant spiders. Finally, it is said that the Skull Wizard is merely a lesser form of an even mightier creature, the Shadow Wizard. None have seen a Shadow Wizard and lived to tell of it, but the rumors are so persistent that its existence seems likely.

Fallen Angel Fallen Angels haunted the decaying castles of Blackmarsh. Ghostly and ethereal, they possess a surreal, deceptive beauty. But beware! Fallen Angels rank among the most deadly minions, and harbor no love for humans despite their charming appearance. Fallen Angels use magic to harm their foes. Common attacks include magical bursts that seem to originate from the Angel’s translucent wingtips, and a crimson, spiraling bolt of magic that rends everything in its path. When attacked, the Fallen Angel is more than capable of protecting itself. Naturally hard to see due to their ghostlike transparency, Fallen Angels further confound their opponents by flying to and fro. When seriously threatened, the Angel can enfold itself in its own wings to ward off damage.

Artifacts and Armor
The world of Thyrion has always been magical. Aside from the mundane trappings of everyday society, it is relatively common to encounter relics of great power. Here is a brief catalogue of such items, from the mundane (such as torches and armor) to the fantastical. Any hero who attempts to defeat the minions of chaos will be forced to make good use of these resources.

Armor
Several types of armor are widely available in Thyrion. Armor slowly wears away as it sustains blows, becoming less and less effective until disintegrating entirely.

Each piece of armor is designed for a particular body shape and style of fighting. Hence, some armor is of extra value to certain heroes.

| Amulet Amulets are a magical sort of armor that greatly benefit spellcasters such as the Necromancer, but are of considerably less use to brawny warriors such as the Paladin.

| Breastplate The Paladin prefers to wear sturdy breastplates, and gains great benefits when doing so. However, breastplates do not fit well upon the Necromancer’s slight frame, and confer fewer benefits upon him than any other hero.

| Bracers Bracers fit over the forearm and are used to deflect enemy attacks. The deadly Assassin is highly trained in the use of bracers. Other heroes gain some benefit from bracers, though the Crusader, who knows little of their use, is least affected.

| Helmet The Crusader is accustomed to wearing helmets, and therefore gains most value from their use. The Assassin rarely uses this armor type, though, and as such gains the least benefit from wearing a helmet.

Artifacts
A sharp-eyed adventurer is wont to acquire items that aid in the deliverance of our people. A quick wit and strong arm can only be aided by valuable found objects.

| Torch The least of any adventurer’s supplies, torches are nonetheless valuable when exploring the shadowy places favored by Praevus’ minions. They produce light for a brief span, then slowly fade. It is wise to save them for truly black areas, rather than expending them in locales where the gloom is merely a nuisance.

| Healing Vial Healing Vials are used by warriors to repair minor wounds. The availability of these potions helps make up for the grievous lack of medics in armies. An adventurous hero could steal any number of these vials, and thereby keep himself in good health over the course of his travels. Unfortunately, however, these glass beakers are typically too fragile to carry: they must be quaffed on the spot.

| Quartz Flask Quartz Flasks are a more substantial variety of Healing Vials. Unlike Vials, which are fragile and impossible to transport, Quartz Flasks are sturdy containers that can be ported from place to place. This portable quality, plus the fact that they’re substantially more potent than Vials, makes them a handy resource in battle.

| Mystic Urn The Mystic Urn is a treasured but unfortunately rare artifact in Thyrion. Mystic Urns are portable, and are capable of restoring a grievously wounded hero to complete health or beyond. Their value, therefore, is self-evident.

Mana Crystals
Magic of all kinds is powered by an intangible essence called mana. Mana suffuses the earth and flows in the wind, but humans are incapable of tapping into this mana directly. To harness this mystical energy, magi capture it in specially designed crystals. Anyone who wishes to cast magical spells or utilize magical weapons must collect a number of these crystals. Mana crystals shatter as soon as they are touched, infusing the recipient with raw magical power.

As with Healing Vials, Mana Crystals are extremely fragile and cannot be transported, for they would shatter the instant an adventurer placed them in his pack.

| Blue Mana There are two distinct varieties of mana in Thyrion: blue and green. Magi trap mana in different-shaped crystals, the better to easily distinguish what type of mana is stored therein. The blue mana crystal is a rare jewel indeed.

| Green Mana Green mana crystals are no less rare than blue mana crystals. They are used to power any spells or weapons that the blue variety cannot affect.

| Combined Mana On some occasions, mages capture mana of both sorts in a single crystal. These crystals are invariably red, and somewhat larger than the vessels containing blue or green mana individually.

| Krater of Might The ultimate container of mana is called a Krater of Might. Unlike mana crystals, these vessels may be carried from place to place and used when necessary. They contain sufficient power to fully infuse a single human to maximum mana capacity.

| Chaos Device Allegedly the fruit of a mad wizard’s experimentation, the Chaos Device teleports its user to another part of the world. This effect is not always predictable, but it’s useful when the user finds himself trapped in a room with deadly foes. Clever uses of the Chaos Device have been reported. For example, adventurers have been known to trigger these devices as they fell to certain death, or as they struggled for air underwater. The value of a Chaos Device, therefore, cannot be underestimated.

| Boots of Speed Boots of Speed are created by secretive, unknown craftsmen. While their original purpose is not apparent to the average human, one thing is clear: by donning a pair of these boots, it is possible to attain speeds not otherwise possible. This extra speed is extremely handy in combat.

| Disc of Repulsion The Disc of Repulsion is a defensive artifact. When used, it blasts aside projectiles aimed at its user, and hurls nearby opponents back to a manageable range. These discs are extremely valuable for deflecting damaging spell effects.

| Icon of the Defender Perhaps the most potent artifact in all the land, the Icon of the Defender is a tremendous boon to its user. When activated, this artifact renders its bearer invulnerable for a short period of time. Legends abound of mighty heroes who used Icons of the Defender to slay their mightiest enemies, using the protection of the Icon to best effect by approaching their foes and attacking at close range. The Icon’s effects vary slightly when used by different individuals. The Paladin glows with an unearthly light when he uses the Icon; the Necromancer is shrouded in darkness; the Assassin appears in a reddish hue ; the Crusader seems to turn to stone; and the Demoness phases in and out of existence.

| Tome of Power The Tome of Power is a staple of all warrior guilds. Tomes such as these bestow a supercharging effect upon both mundane and magical weapons, augmenting their natural strength, and in some cases producing new effects altogether. Tomes’ effects are extremely limited in duration, and are therefore best used when dealing with particularly deadly foes.

| Seal of the Ovinomancer Perhaps the most dreaded artifact of all is the Seal of the Ovinomancer. This terrible creation transforms an ordinary human (or a lesser monster) into a brainless sheep! Mages’ guilds have long denied the existence of these artifacts, but all evidence points to the fact of their existence. Though Eidolon and Praveus were both immune to the power of this artifact, their minions are not. Making this the easiest way to kill an unwanted demon.

| Glyph of the Ancients The Glyph of the Ancients is a curious artifact that behaves differently in different heroes’ hands. When activated by the Crusader, the Glyph acts as a slow-moving mine that slides across the ground toward its target–and explodes. The Necromancer drops the Glyph in place and hurries away from the spot, as it detonates in just a few short moments. The Paladin throws the Glyph like a rock and watches as it explodes into a fireball. The Assassin drops the Glyph and watches as it sprouts a magical chain that attaches to a nearby wall. The Glyph automatically explodes when anyone touches the chain. Finally, the Demoness drops a glyph which spews forth a deadly gas to which only she is immune.

| Force Cube The Force Cube, sometimes known as the Magical Square, is a small object that flies up to circle its owner’s head when activated. As it circles, it attacks its owner’s enemies with magical beams of light. The Force Cube lasts for only a short while, and is therefore best activated in difficult situations.

| Stone of Summoning The Stone of Summoning allows its user to summon a giant Imp that smites his foes. This Imp cannot be directly commanded, and only remains for a short while. Therefore, as with the Force Cube, the Stone of Summoning is best used when fighting multitudes of foes.

| Invisibility Sphere The Invisibility Sphere renders its user ghostly and ethereal for a short while, thus making him or her much harder to see and attack. This Sphere does not render its owner completely invisible, but is nevertheless an asset in many combat situations.

Rings
Rings are a special class of magic item unlike all others. Whereas some items (such as Healing Vials) cannot be carried to and fro, and other items can be carried and used at their owner’s leisure, rings fall somewhere in between. They can be taken from place to place, but the user cannot decide when or where to use them: their effects are triggered automatically, and last until the magical power supply has been exhausted.

| Ring of Flight The Ring of Flight was originally commissioned by King Yasvim the Unruly as a "gift" for his bothersome son. When the ring was complete he presented it to his son, but neglected to mention that its effects were limited, thus endangering a user that flew too high for too long. Yasvim was notorious for his cruel pranks. Later the ring was copied by magicians throughout the land, and while not exactly common, the Ring of Flight can be found in many secret places throughout the lands of Thyrion. As the name suggests, the Ring of Flight bestows the power of flight upon its wearer. Flight begins as soon as the ring is picked up, and lasts for a limited time. The wearer cannot "turn on" or "turn off" this effect to conserve power, so effective use of the Ring is not always easy.

| Ring of Water Breathing The Ring of Water Breathing allows its wearer to breathe freely underwater. The ring automatically comes into use when the wearer is underwater, and stops being used when the wearer surfaces. The ring’s magical energy is only drained while the ring is actually being utilized.

| Ring of Regeneration The Ring of Regeneration slowly restores its wearer to full health whenever he or she is injured. The ring does nothing when the wearer is at full health; its magical energy is only drained while the ring is busy healing its owner.

| Ring of Reflection The Ring of Reflection occasionally reflects projectiles that have been fired at its wearer. This effect is not guaranteed: sometimes the ring works, and sometimes it doesn’t. Magical energy is only drained from the ring when it successfully deflects a projectile.

The Demoness

The Demoness is a unique creature, the only one of her kind. Through powerful wizardry, she was created by Eidolon as the first of a new race of magic-wielding minions. The Demoness was to be the mother of her kind, but the Serpent Rider never had the opportunity to complete his work. The Demoness considers Eidolon to be her god, so for Praevus to control the eternal soul of her master is seen by her as an abomination.

Profile of the Demoness
Born through magical means, the Demoness is not old in actual years. But Eidolon taught her the equivalent of many lifetimes of lessons. Often the lessons were harsh and painful, for the powerful Serpent Rider wanted his creation to be hardened, disciplined. She tasted his wrath many times, but inherently understood its intent. The race to which she would give birth would be greater for the suffering she endured.

But then the so-called heroes came, destroying her master and displacing her destiny. The Demoness, at the time only recently given the ability of magic, was in no position to prevent the demise of Eidolon or to punish those responsible. Though devastated, she knew in time her power would grow to a strength sufficient for her to exact her revenge.

Yet, as pleasurable as that day would be, there would come a day that was sure to surpass it. That day, whether in ten years of a hundred, would be the day she finally succeeded in summoning her master back to Thyrion.

The arrival of Praevus and the imprisonment of the Serpent Riders' souls was wholly unexpected and sent the Demoness into an unholy rage. She reduced her abode to little more than a ruin before finally regaining control of herself. With forced patience, the Demoness went to her laboratory to use the arcane artifacts therein to seek news regarding Praevus. Her plans would still go forward, she decided. But here was a quest she would need to undertake first.

Now after the fall of Praveus the Demoness suddunly dissapeared, no doubt she has continued the wait to kill the slayers of Eidolon.

The Demoness’ Abilities
Beyond her magic, the Demoness can gain two additional abilities to aid her in battle. The Demoness possesses a pair of small, underdeveloped wings. Though it is likely that Eidolon had intended to expand them into full-fledged wings, he never got the chance. As they are, the wings are not large enough to enable flight, but the Demoness can learn to use them to slow a fall. When this skill is mastered, the Demoness can jump from any altitude and float gently to the ground below.

The second ability takes longer to develop than the first, but is surely more beneficial. The Demoness can acquire the ability to absorb mana from an enemy's attack. This is purely a survival measure and occurs only when her health is low. Absorbing mana permits the Demoness to fire an extra shot or two, thus giving her a better chance to escape a potentially deadly situation.

The Demoness' Weapons

Blood Fire
As a being of magical origin, the Demoness possesses the innate ability to summon potent magic from her very blood. From her fingertips, she is able to cast forth a magic bolt at her enemies.While not especially powerful, using the Blood Fire causes no drain on her store of mana, allowing her to cast the bolts repeatedly, without a second thought. The range of the magical projectiles is limited, however, so more distant targets will take little or no damage.

The Tome of Power will triplicate the effect of this weapon, causing three projectiles to be emitted. In addition, these projectiles will ricochet off solid objects such as walls and ceilings several times while seeking a victim.

| Acid Rune The Acid Rune is a hand-held object that acts like a "power conduit", focusing and amplifying the inherent magical ability of the Demoness. The object belonged to Eidolon and is covered in green runes. The Acid Rune allows the Demoness to fire a green projectile that explodes in a cloud of acid, burning its target. When used with the Tome of Power, the explosion of acid is larger and more deadly. In addition, sizzling particles of acid will fly out of the explosion to inflict more damage.

| Firestorm The power of the Demoness is even more intensely concentrated through the use of the Firestorm. Though similar in appearance to the Acid Rune, the effect of this magical object is more spectacular. The Demoness can use the object to produce a fireball that explodes in a burst of flame upon impact. The Tome of Power enhances the projectile, creating a larger fireball that leaves a spinning trail. When the fireball hits an enemy, a more powerful, though brief, firestorm ensues as several small, flaming meteors pummel the victim.

| Tempest's Staff The most powerful weapon available to the Demoness is the Tempest's Staff. Rumor has it that Eidolon himself forged the staff for his newest minion before his defeat. The Staff discharges a ball of lightning which has a limited ability to track its target. When it hits, the ball explodes and several bolts of lightning strike the target, doing significant damage. The Tome of Power causes a profound change to this weapon. Instead of a ball, a stream of lightning will arc from the Staff to the target. If there is more than one target in the vicinity, a chain-lightning effect may occur whereby the lightning will arc from the first target to a second, from the second to a third, and so on.

The Crusader

In my visions, I have seen five mismatched heroes who seek to cleanse Thyrion of evil The following pages chronicle my visions, imparting what I have seen of each. I know none of their names, but by observing them time and again in my dreams, I have come to know the heart of each. The first figure of my visions is a Crusader.

The Crusader is a holy man and a healer. Armed with both his faith and an array of mystical weapons, he is a staunch opponent of Praevus. His superb defensive skills and mystical powers make him extremely hardy and resistant, and will serve him in good stead on his upcoming quest.

Profile of the Crusader
Raised in a small, wind-swept monastery in the southern hills of Blackmarsh, the Crusader is familiar with hardships of all kinds. He was taken into the monastery at an early age, after being abandoned by unknown parents at the monastery’s stone gates. With only the most barren of surroundings to distract his attention, the Crusader attacked his studies with the utmost fervor. This singular lack of distractions has molded a distinct, earnest and intense personality; few can match his single-minded pursuit of knowledge, or his remarkable force of will.

The Crusader was not taught to destroy, but rather to heal. Healing, however, is sometimes a painful process: the canker that resists salves and balms must be burned or excised. As the first year of Eidolon’s reign drew to a close, the Crusader realized the nature of Thyrion’s blight: it could not be quelled by peaceful means, but rather must be driven from the land. To this end he increased his already rigorous regimen of study, practicing martial skills in addition to the skills of the healer.

One day, as the Crusader drilled in the monastery yard with his great Warhammer, the looming figure of a Golem trudged past the ancient stone gates. Never before had Eidolon’s minions ventured so far into the countryside. The Crusader realized that Eidolon had started a new campaign: he sought to rein in the wayward country folk, driving home his point by force of arms. The Crusader donned his armor and put aside his healer’s herbs, knowing the time for action had finally arrived.

The Crusader’s Abilities
Though not the most formidable of adversaries, the Crusader has several abilities that greatly aid his chances of survival. Indeed, the Crusader is perhaps the hardiest of the five heroes, armed only with the favor of his god to protect him.

The Crusader has the power to periodically heal himself, though this power is not completely under his own control. As he fights the enemies of Thyrion, he is constantly learning and gaining insights. It is during his most intense combats, and hence his most intense periods of learning, that his body is apt to be completely restored. In this way, the Crusader’s god rewards action over sloth.

Occasionally, when the Crusader slays an enemy, a magical sphere appears over the corpse of his foe. This sphere represents the vitality and power of the enemy. By collecting this sphere the Crusader is able to partake of his opponent’s power and add it to his own. For a brief time his strength is superhuman, and he can perform feats of unlikely heroism. Eventually this power fades, however, and the Crusader returns to normal strength.

The Crusader’s Weapons
Though his skills are those of a healer, the Crusader is nevertheless a formidable opponent. In my visions I have seen him wielding a wide array of weapons, and always to good effect.

Warhammer
The Warhammer is a powerful weapon, and particularly effective in the Crusader’s capable hands. He swings it with both speed and power, laying low the minions of Praevus who dare to venture close.

When augmented by the Tome of Power, the Warhammer is more formidable still. Under the spell of the magical book, the Crusader can hurl his Warhammer a great distance, smiting enemies from afar and enshrouding them in a storm of lightning. The hammer returns to his hands after every cast, be it hit or miss, passing through obstacles that would appear to block its return path.

| Ice Mace At times I have seen the Crusader bearing an Ice Mace, a curious weapon indeed. This weapon fires small, jagged ice projectiles that can harm enemies at a great distance. Enemies slain by the Ice Mace are frozen solid. The Tome of Power completely transforms the Ice Mace’s function. Instead of firing an ice projectile, the Mace instead causes a blizzard of frozen shards to pelt its target from above. This attack is extremely powerful, and difficult to avoid as well.

| Meteor Staff Another weapon in the Crusader’s fascinating arsenal is the Meteor Staff. In its unpowered state it fires a torrent of boulders. When it hits its target, these rocks explode into smaller, but equally damaging fragments. Augmented by the Tome of Power, the Meteor Staff produces extraordinarily powerful whirlwinds that can pick up a victim and send him flying in any direction. These whirlwinds are heavily laden with rocks, which fly out from the vortex now and again without warning. The Meteor Staff is hardly a subtle weapon, but it makes up for this deficiency with its overwhelming power.

| Lightbringer Lightbringer is a holy relic, and the most powerful of the Crusader’s weapons. Even in its normal state, the relic is deadly: it issues forth a ray of holy light that sears and dissolves everything in its path. This ray burns evil and corruption. While some might aspire to holiness, no man or creature is true enough to stand in its path unscathed. Like each adventurer’s most powerful weapon, the Lightbringer cannot be found fully intact. Instead, two separate parts must be gathered together after they are located on his travels. Only then will the Crusader be able to harness the full power of this weapon. The Tome of Power does not change the fundamental effect of the ray, but rather, augments it. Instead of a single beam of light, the powered Lightbringer generates three.

The Paladin

The Paladin, like the Crusader, is a holy man. But while the Crusader is principally a healer, and his skills emphasize defense, the Paladin is a true warrior. The favor of his warlike god protects him, but also gives him strength to smite his foes.

Few can match the Paladin in single combat. He lacks stealth and subtlety, instead relying on his mighty weapons and divine favor.

Profile of the Paladin
The Paladin is a devotee of Kravnos the War God. The Paladin makes his home in the Great Temple of Kravnos, in the city of Mur on Septimus. He blesses the warlike citizens who seek Kravnos’ aid, and like his holy brothers, he rides with the army of Mur whenever the city is threatened by external forces.

At the first coming of Eidolon, Mur was among the first cities to fall. Realizing a quick counterstrike would not succeed, the devotees of Kravnos took refuge in their temple. They bided their time and looked for an opportunity to strike, meanwhile honing their martial skills to a razor-sharp edge. A fortnight before their attack, however, their secret was betrayed. An army of Golems and Imps stormed through the temple at midnight, slaughtering unprepared devotees and destroying the holy relics of Kravnos. Only the Paladin, meditating in the bell tower atop the temple, was overlooked.

Cursing the informant who gave them away, and doubly cursing his brothers’ lack of preparation, the Paladin decided to act immediately. Casting aside the temple’s carefully-laid plans, he grabbed his mighty sword and marched on Eidolon’s stronghold. Without a clear plan of attack, his odds of success seemed lean–but as the sole survivor of his temple, Kravnos would certainly be guiding his steps from afar.

The Paladin’s Abilities
During endless hours of training, the Paladin has pushed his abilities to new levels. Invoking the power of his god, he has developed magical powers unknown to the common human.

Kravnos the war god has an affinity for water. As a minion of Kravnos, the Paladin is capable of moving underwater without the same restrictions as a normal human. While others are forced to laboriously swim, the Paladin traverses the depths as if they were air instead of water. When engaged in battle with a river or lake nearby, he prefers to carry the battle underwater, where he can use this ability to great advantage.

When brought to the brink of death by his enemies, the Paladin sometimes receives a great boon from Kravnos. As the lethal blow lands, the Paladin does not die. Rather, he enters a mystical state: he grows in strength and stature and becomes a holy scourge, seeking to avenge the evildoers who tried to lay him low. In this state the Paladin cannot be killed, and his powers grow to otherwise impossible heights.

The Paladin’s Weapons
The Paladin’s weapons emphasize close-range power over long-range projectiles. This lack of range is sometimes a nuisance, but he often makes up for this deficiency by closing the gap quickly, and conducting most combat at comfortably close range.

Gauntlets
The Paladin is a true fighter, and often likes to use his armored fists as weapons.

Though his Gauntlets may seem a puny substitute for sword or axe, the Paladin nonetheless is capable of felling mighty opponents with nothing more than these humble weapons.

The Tome of Power has a supercharging effect on the Paladin’s mailed fists, allowing him to knock foes hither and yon like stuffed playthings, and making it difficult for them to counterattack.

| Vorpal Sword The Paladin employs a powerful sword during most combats. This sword can be used without mana to power its magic, but its damage correspondingly decreases when there is no such power source. When the Tome of Power is employed in conjunction with the Sword, both range and power are magically increased by a bolt of magical lightning. The Paladin can cleave an enemy in twain at fifty paces or more with the Sword thusly powered, and damage several foes in one mighty swing.

| Axe The Paladin’s axe is a mighty weapon. In addition to its brutal close-range power, the axe casts a projectile that ricochets from walls and obstacles. This projectile does not stop when it impacts the Paladin’s foe, but cuts right through and continues flying at lesser strength, potentially damaging several foes at once. The Tome of Power turns the Axe’s projectile into a razor-sharp wall of blades that issue forth from the Axe at various angles and explode upon hitting their targets.

| Purifier The Purifier is the Paladin’s ultimate weapon: it breathes a stream of glittering shards. These shards issue forth in a deadly twin stream, rending anything that breaks its brilliant path. The two halves of the Purifier must be found and joined together before the Paladin is able to devastate foes with this holy lance. The Tome of Power utterly changes the Purifier’s effect. Instead of firing a stream of small projectiles, the powered Purifier shoots a flaming fireball that unfalteringly seeks its target and explodes upon impact.

The Assassin

The Assassin is a master of stealth, disguise, and trickery. Whereas the Paladin rushes into combat with a mighty roar, the Assassin sneaks up from behind. Many of the Assassin’s weapons and skills are geared toward trickery and concealment. From her devastating ability to backstab an opponent to the deadly Hand Crossbow, it is clear the Assassin is always ready for an unfair fight.

Profile of the Assassin
The Assassin hails from Khitar, one of the few true cities in the jungles of Mazaera. As a child she watched her parents toil as farmers, reaping a meager harvest from the unforgiving jungle soil. A farmer’s life is always difficult, but even more so in Mazaera, where the land is particularly unsuited to the task. The Assassin learned this by observation, and she learned even more as she prowled the streets of Khitar–against her parents’ wishes. Wealthy folk of all description wandered those unpaved streets: gem merchants with stout bodyguards, proud mercenaries bearing gold-hilted scimitars, and slavers in ivory-trimmed palanquins. None spared a second glance for an urchin in dirty rags.

As days and years went by, the Assassin became scornful of her parents. Rich folk gained their wealth by treading upon the weak, and only weak fools would till the accursed, clay-filled soil of Mazaera. Vowing never to become a fool like her parents, she ran away at the age of fifteen and took up the dark career of the assassin. First preying upon drunkards and the unwary, she gradually learned the tricks of her bloody trade, and began to aim for wealthier victims. Her skills grew by leaps and bounds. Nobody, it seemed, was safe from her depredations.

With a small fortune accumulated in her secret lair, the Assassin soon realized she had become bored with her trade. She required ever richer victims, more and more danger, to sustain the thrill of the hunt. Who remained that could pose a challenge? Kings? Emperors? With a crooked smile, she decided upon her next victim: the richest and most powerful being on all of Thyrion. Armed with Katar and Crossbow, she set forth on her quest to rid the world of Eidolon.

The Assassin’s Abilities
The Assassin is a master of stealth and deadly strikes. The first noteworthy ability the Assassin gains is that of stealth: she can render herself invisible when standing perfectly still in a shadowed area. It takes a few seconds for her to achieve this invisibility, but once attained, the illusion is perfect. It is rumored that Assassins can master this skill in broad daylight when their skills are all but perfected.

The Assassin makes very little sound when moving, and is often able to surprise her victims. Creeping up from behind, she strikes before her foes acknowledge her presence. When attacking in this fashion, she is capable of dealing much more damage than she otherwise would. This ability also comes into play when the Assassin strikes a foe who knows of her existence, but allows her to get behind him. This is a rare occurrence, but occasionally significant when she fights sluggish opponents such as Golems.

The Assassin’s Weapons
The Assassin’s weapons are excellent for trickery and deception: the Katar is ideal for vicious backstabbing, her small incendiary Grenades can be lobbed down at unsuspecting passersby, and her deadly Hand Crossbow is excellent for picking off foes from afar.

Katar
The vicious Katar (or "punch dagger") is the Assassin’s first weapon. It is the least of her weapons, but deadly nonetheless. It deals moderate damage at limited range, and can be wielded very effectively in close quarters.

The Tome of Power imbues the Katar with a viscous nerve toxin and allows the Assassin to knock back her enemies with great force.

| Hand Crossbow The Hand Crossbow is a trademark weapon of the Assassin. Light and portable, yet deadly, the Hand Crossbow fires three iron bolts for an added measure of destruction. The Assassin likes to employ this weapon against distant foes, switching to Katar before closing to short range. The Tome of Power magically multiplies the Hand Crossbow’s projectiles. Instead of three bolts, five flaming bolts are fired from the Hand Crossbow. These bolts stick in their target for a moment before exploding for additional damage.

| Grenades The Assassin wields small incendiary devices that only she knows how to construct. These clusters of Grenades tend to roll and bounce for a moment or two before detonating, and therefore require careful aim and a measure of foresight from the Assassin. When used in conjunction with the Tome of Power, the grenades increase in size. Instead of hurling a single, small incendiary, the Assassin throws a bigger Grenade, which then detonates into many smaller explosions.

| Staff of Set The Assassin possesses a magical staff with a special power. It fires a scarab of concentrated magical energy. The Assassin may increase the potency of this staff by hesitating before firing it, and allowing magical energy to build up within. This weapon contains power that must be earned. There are two pieces that must be joined together before it can be unleashed. The Tome of Power imbues the Staff with a different ability. In its powered state, the restless spirits imprisoned in the staff vent their rage upon its hapless victims, wrapping them in a cocoon of razor-sharp chains and violently stripping flesh from bone.

The Necromancer

The Necromancer is a self-styled lord of the dead. Though physically weak, his potent magic and dark talents make him a formidable combatant. He likes to fight from a distance, where his powerful ranged weapons can decimate even the most formidable of enemies.

Profile of the Necromancer
The Necromancer spent his early years in a small village of Thysis, huddled in the shadow of a monolithic pyramid. His people were lean and wiry, but the Necromancer was thinner and weaker than most. He lived in a great, cavernous house with only his aunt to mind him, his parents having died in a plague not long after his birth.

An unattractive appearance and the lack of a family conspired against the Necromancer, robbing him of confidence and making him morbidly self-conscious. His days and nights were spent inside his aunt’s decaying mansion, and very rarely did he emerge. He longed for a power—any power—that would increase his stature in village society. He wished to be handsome, or strong, or wealthy, or clever in conversation. But as time wore on, and he grew from a lad to a young man, it became clear that he possessed none of these skills.

Bitter and alone, the Necromancer’s desire for acceptance slowly withered into hatred. He no longer wished to impress the villagers, but rather, to frighten and punish them. His thoughts turned to the ancient pyramid that overshadowed the village. For the villagers, this monument was an object of superstitious dread. Seeking to partake of that power and dread, the young Necromancer entered the pyramid.

Within, he found what he sought: a set of ten crumbling papyrus scrolls, each inked with runes of great power. Through study and diligence he learned the magic scribed therein, and soon began to terrorize the village with legions of undead servitors.

But the coming of Eidolon quickly ended his reign of terror. No longer was the Necromancer dreaded by the villagers; Eidolon and his minions were now the focus of their dread. The Necromancer, it seemed, was no longer all-powerful.

Bitter and enraged by the helplessness welling up from within, the Necromancer came to a desperate conclusion. Eidolon must not be allowed to steal his precious power. Eidolon must be destroyed!

The Necromancer’s Abilities
The Necromancer’s skills are truly unique, and most of them revolve around Soul Spheres. When the Necromancer slays an opponent, a Soul Sphere is left behind. This sphere is invisible to all but the Necromancer. It represents the life force and vitality of the recently-slain foe. The Necromancer may collect a Soul Sphere simply by touching it, thus collecting the energy in the form of mana or healing. As the Necromancer gains skill, his chances of benefiting from a Soul Sphere slowly increase.

Soul Spheres quickly lose their potency, so the Necromancer must be swift!

The Necromancer’s sickle is also a source of power. Whenever the Necromancer strikes a foe with this sickle, he has a chance to drain vitality from his opponent and add to his own health. This is not a common or predictable occurrence, but it is often helpful when the Necromancer enters precarious situations.

The Necromancer’s Weapons
The Necromancer’s weapons are, for the most part, geared toward long-range attacks. When used with skill and discretion, they are extraordinarily effective.

Sickle
The Necromancer’s hand weapon is an iron Sickle. This is not the most effective of arms, but the Necromancer favors it as a symbol: like a farmer harvesting wheat, he relishes the act of harvesting souls with his Sickle. The Sickle’s power is not entirely symbolic, either: occasionally the Sickle does harvest vitality from its target, transferring that vitality to the Necromancer.

The Tome of Power lends both potency and augmented range to the Necromancer’s Sickle. A fully powered Sickle knocks enemies from their feet, making it difficult for them to recover and counterattack.

| Magic Missiles The Necromancer is fragile, and prefers to do his fighting at long range. Magic Missiles are his spell of choice, especially at lower levels of skill. These fiery missiles gain potency as the Necromancer himself gains potency. They’re swift and not too strong, but they explode on impact for a bit of extra damage. A Tome of Power allows the Necromancer to fire three fireballs simultaneously. These missiles lazily home in on their target, making it easy for the Necromancer to smite his foes.

| Bone Shards As the Necromancer advances his skills, he learns the powerful spell of Bone Shards. This spell projects a hail of sharp bone fragments at incredibly high speeds. These fragments shatter into yet smaller pieces upon impact. Bone Shards are particularly devastating to nearby enemies, who take the full brunt of the spell. Used with the Tome of Power, these Bone Shards concentrate into a single projectile. This projectile is potent and damaging, and bursts into an unpredictable spray of shards upon hitting its target.

| Raven Staff As the Necromancer’s most cherished weapon, the Raven Staff fires a potent blast of pure energy that forks and splits as it travels forward. Anything caught in this blast is cut and seared beyond recognition. But only after the two halves are brought together can this prize be discharged to annihilate the forces of Praevus. When used in conjunction with the Tome of Power, the Raven Staff acts in a completely different manner: it summons a swarm of deadly Ravens that fly forth to attack their target.

Portal of Praevus™ © 1998 Raven Software Corporation. Hexen® is a registered trademark and Hexen II™ and Portal of Praevus™ are trademarks of Raven Software Corporation. Developed by Raven Software Corporation. Published and distributed by Activision, Inc. Activision® is a registered trademark of Activision, Inc. All rights reserved. QUAKE ® is a registered trademark of Id Software, Inc. Id Software Code contained within Hexen II™ Portal of Praevus™ © 1996 Id Software, Inc. All Rights Reserved. All other trademarks and trade names are properties of their respective owners.

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