
Azale Mendorin

Information
Name: Azale Mendorin
Age: Over 10,000. Age by Appearance: 30
Race: Abyssal Balrog
Generation: 2nd Generation trueblood Balrog, proxy of Mekkor, son of Adramelech and Ireleth, created by Mekkor as an 'Undead Balrog of the Abyss'.
Location: Shadowlands - Sandstone Cavern, Drylands, west of Sapphire Canyon, Lair of Azale.
Nature: Coldly Logical. Possessive. Independant. Complex Intellect. Self-possessed. Reputed to be Highly Deceptive. Very clever in his machinations. Ruthless when crossed.
Alignment: Neutral.
Level: 64, 68 MA, 62 Combat, 64 Inborn Lich or Demon Form. -5 on all physical, MA, or Innate levels in Human Form.
Character Status: NPC
Wealth: His main wealth is concentrated in his artifacts. Healthy horde of gold. Ability to conjure the appearance of gold or cash out of objects such as napkins or low value coins with lifelike phantasms. Transient type Phantasms such as these disjoin when he is 100 yards from phantasm.
Appearance:
Human form: Tall. Lanky hard muscle. Long face and strong nose. High cheekbones. Strong chin. Dark brown eyes. Long, black hair. Dresses according to time line he visits. On his home world he wears flowing, plum robes with silver brocade, crusted with topaz and emeralds around sleeves and down slits on front of robe. He wears this over a fitted shirt and leggings of silky, black, stretchy material. He often wears form fitted suits of leather or virgin wool beneath plum colored cloaks or an umber duster, or bronze, gold and silver satin shirts with linen pants. -5 Levels in human form.
Lesser Lich Form: Black Skeletal manifestation of human form covered with hard layer of satiny black muscle which conforms to his skeletal structure. Goat like flared horns. Large dragonic wings with black, leathery membranes. Hairless body. Mercury colored eyes. His voice has an alluring, seductive quality in either form he possesses.
Balrog Form: Black with fiery glow in chest area, eyes, nostrils, ears, and mouth; winged, horned, heavily clawed hands and feet, powerful tail, a skeletal but tall and broad shouldered demonic manifestation, with tough, satiny, black leather skin.

Clan Members
- Lauren: Demonized Slave - Female 'household' slave. Serves Mendorin and his guests, cleans, does menial tasks. Very loyal bond servent. L-26. Medieval Fighting style. Dagger Weilder.
- Morgan Oshay: Shadow Knight created out of the Abyss through forced rebirth. L-30. Master of Sword, Crossbow, Firearms and Daggers.
- Argauss Helbah: Abyssal Balrog Knight - Sired by Mendorin. L-35. Master of Sword, Long Bow, War Machines, Traps and Snairs, Combat Tactics.
- Army of Wraith Knights: 100. Levels 15-35. Lead by Wraith warrior mages General Nathrax, L-35, and Captain Maldor, L-30. 10 Level 28 warriors. 10 Level 25 on spectral steeds. 20-Level 22 soldiers. 50-Level 18 Soldiers. 8 Level 15 Warrior Scouts and Watchers.
- Wyrvaust: Abyss Clan Demon sired out of Mendorin but was marked and claimed by Mekkor, Heirophant of Chaos, Master of the Sword and Spear. Though clan he dwells in the Sapphire Canyon in the Desert of Fire.
- Demascus Mordante: Angelican Astraeus Balrog demon vampire true born, 2nd Gen. L-38. Master of the Sword, Spear, Dagger and Firearms. Web Page
- Shane: Abyss Demon, sired by Mendorin. The lair's cook. Fiesty and ill tempered towards anyone but Mendorin and his clansmen. L-29. Master of the Whip, he keeps an eye on Mendorin when not cooking. Is an excellent chef and cook.
- Dennis Fearam: Balrog of the Abyss, aka Snake. Sired by Mendorin out of a weyrtiger. A master thief who runs with a gang called the Windfall Raiders. Can take a demonic weyrtiger form.
Trait Powers
- Demonic Strength: +5, Increases when in demonic form+10.
- Immune to Fire and Cold and Shadow attacks. Immune to poisons.
- Innate Abyss, Fire and Shadow Realms Commands: Master of all Shadow, Pyromancy and Abyss commands.
- Form Shift: shift at will between; Human form, Demon form, Lich form.
- Telekenesis: inborn path
- Telepathy: inborn path
- Regeneration: 75 per turn, +100 in demon form.
- Invulnerable to Normal Weapons: In demonic form
- Phylactery: The source of his magic power and Lich embodiment hidden within an object. His phylactory must be destroyed to kill him, otherwise he self resurrects in a matter of days, weeks, months or even years, depending on how he was killed. (Phylactery is a common jasper stone in the Demon Horn River which flows in a deep ravine within his caverns. The stone lies among other thousands like it in a deep pool beneath a subterranean water fall. It is protected against detection and divination and he is able to summon it at will.)
- Displacement: he can displace his postition rapidly within 500 feet, a form of haste which has limited distance.
- Shadow and Abyssal Phasing: he can phase into shadowy ethereality at will, and if abyssal he soaks great amounts of health, strength and stamina if contacted.
- Anti-Phasing resistance: 100% with +3 factoring, protects against phasing weapons and powers.
- Abyssal Channeling: Pull a called element through the abyss to target location with called effect, and can imbue that element with powers of the abyss.
- Abyssal Lich Form: winged, black, gaunt manifestation of his human form, with tough, tiny, black leather skin, +15 AC, +1 per level.
- Dream and Mind Walking: +2 d6 augment.
- Possession: inborn path.
- Domination: inborn path
- Sire by Blood: after death.
- Blood Bonding: -1 Willpower per pint consumed to bondee.
- Wings: +10 AC, Flight, Flail +5 damage, distracts, fling 1 d6 feet, +1 foot per level
Disadvantages
- Magic and life Source: Phylactory.
- Sunlight: Weakens him by -5 Levels as he shifts into human form.
- Weaker in Human form: -5 on all Levels but mental checks.
- Light Sensitive: Blinded by brilliant light.
- Divine Power: Double Damage.
- Notoriety: Is saddled with a reputation for being a great evil out of Acheron, his maker Mekkor who often poses as Mendorin under his own malignant guise, bringing ruin and danger to Mendorin. Mekkor consistently brings torment to his clan and Mendorin in his efforts to wholly corrupt them through horrific, confounding and cruel practices.
Combat and Weapons
- Master of Sword: 32, +8 HB
- Telekenetic Sword Maneuvers: Can send sword spinning through the air with boomarang effect, or execute other sword moves telekinetically. Telekinetic Level=Level.
- Spellsword; Mendorin's Edge: +34, +39 enhancer, +2 HB balance. Longsword with abyss demon hilt. Sword deflects all weapons by 50%. Sword has the power to channel any of his spells through the blade to strike target with chosen power on a hit for +3 d6 power.
- Abyss Flame; Whip: +20, +40 fire damage, devour strength -1 per hit, increasing Mendorin's strength, Hellfire on command (flame that consumes).
- Fangs of the Abyss; Daggers: +18, +MA each - Fire, Abyss and Ice effects, recall, quiver of 5 throwing daggers.
Artifacts
- Black Flame Crystal: L-65 - Through this two foot tall crystal which burns with a black flame at its center, Mendorin can summon the powers of the Abyss and its core into spells of making, his wards, and into his alter. He can also tap those powers targetting a subject to draw his target into the abyss trapping them through the artifact's power. The crystal also can be used to communicate with any soul or creature in the abyss, and to scry or summon them.
- Mendorin's Phylactory: L-68, +100 - The source of his power. Whenever he learns a new power, he summons his phylcactory (A Jasper Stone) and places his new power in his most precious of all artifacts and sends it back to its hiding place. It is highly protected against detection and within a warded area and it takes a great amount of power to destroy it. Mendorin can not be eradicated unless his phylactory is destroyed, which reduces him to Demon form with only his trait powers intact. He also takes a loss of 5 levels with its destruction. If his physical form is destroyed, he will in time be raised again through the powers of his Phylcactory if it is not destroyed, which has a life of its own which is in essence his own living force.
- Lunar Oracle: L-70 - A smokey crystal orb which he uses as a scrying eye and can use to divine knowledge he seeks when a new moon rises to its peek. He can also use the eye to lock onto subjects seen within the crystal with his gate powers.
- Cauldron of Azale: L-64 - A blood cauldron used for performing blood, abyss and shadow magic in tandom, granting sight power, augmentation to any spell by +4 or +40%, flesh crafting, and summoning of powerful beings.
- Pillar of Azale: L-68 - This is the source of his Lair's warding powers. A stalagmite and stalactite come together in the center of the Temple of Azale to form a great pillar where a massive amount of energy is stored and channeled through his lair and cavern.
Wards
- His wards prevent detection of those within his lair, and cast trespassers into the Dead Realms or to whatever location Mendorin commands within his knowledge.
- The wards also strip trespassers and their weapons and their magic
- The wards can also hit invaders with a necromantic 'disease' spell which leaves one weak and feeling nausious.
- Wards also alert Mendorin and his Progeny or those he selects of any outsiders entering the cavern.
- Anti-ward Effect Factor +5.
- Anti-Twain - prevents sharing of power effecting wards +5 Factor.
- LoD Power of Wards: 424, 11 aces.

Paths of Power
- Necromancy: 60 d6
- Shadow Realms Magic: 68 d6
- Sorcery: 62 d6
- Phantasms: 64 d6
- Dementia: 34 d6 (path he was forced to learn and use by his maker)
- Pyromancy: 54 d6
- Abyssmancy: 68 d6
- Wizardry: 32 d6 (original path which dementia replaced, does him normal damage to use as an Abyss Demon)
- Inborn Powers: 64
Class and Vital Stats
- Class: Battlemage
Choose 1 full path, 2 limited paths, or 40 spells: phantasmancy and dementia
Choose 2: Edged Weapons and Lashing Weapons
Bonuses: +2 strength, +4 intelligence, +4 stamina - Combat Skills: 35, +39 enhancer
- Magic Skills: 36, +76 Enhancer, +5 Quickness
- Human HP: 600
- Human Regeneration: 42
- Demon HP: 850
- Demon Regeneration: 75
- Magic HB: 5 HB
- Magic AR: 5
- Combat HB: 6
- Combat AR: 4
- Fortitude: 37, -5 Human Form
Check Dice
- Physical: Strength: 25 Stealth: 30+10-Shadow Form. Movement: 18 Dexterity: 20 Stamina: 30
- Mental: Charisma: 17 Perception: 26 Intelligence: 25 Willpower: 30 Sixth Sense: 23
- Loyalty: 0% {He serves himself} 18-Lucifer, 28-Sammael.
Note: Points can be lost in Mental Checks when a character fails under stress of a landmark incident or encounter. -5 on all physical scores when in human form.
Combat Skills
- Adeptness, Weapon: (edged) +1-HB
- Adeptness, Weapon: (lashing) +1-HB
- Ambidexterity, Weapon: (edged and lashing) No penalty loss using weapon with either hand.
- Ambush: Stealth and Strategy vs. Alertness for init. +1 on all rolls, +critical damage first attack if init succeeds. Enemy takes -1 on all rolls if init succeeds.
- Balance Adeptness: +1 vs. trips, falls, +1 vs. LoD
- Battle Recruitment: +3 charisma, +1 intelligence to recruit 1 unit
- Battle Strategy: +1 movement
- Battle Tactics: (type - ground, air, sea) +1 init
- Beastial Combat: at current combat level
- Beheading Blow: +1 HB when beheading a target
- Blind Fighting: Level Fight in darkness or blind no penalty.
- Breaking Sword Blow: a blow which damages or breaks the rival weapon, strength +1 d6 each hit to rival weapon, doubles on a crit. Weapon breaks when strength is at 0 or less.
- Combat Discipline: hard to shake during combat, +1 HB or +2 focus vs. all distractions or effects which might unnerve character during combat.
- Combat Reflexes: +1 dexterity vs. melee, missiles, thrown, or lunging attacks.
- Concentration: +5 focus (to all mental checks) per success on all rolls requiring concentration.
- Constricting Attack: +1 damage death hold or strangling.
- Covert Operations: +1 stealth, +1 movement, +1 mental checks to party while being led by someone with this skill.
- Daredevil Flight: +1 HB, +1 dexterity for escapes and evasions
- Cripple: -1 turn, -1 per ace, knockdown on crit for -3 turns.
- Death Blow: (type) +1 HB
- Debilitating Attack: (-1 AR per effect in succession)1. slows movement -1, -1 per ace, -1 action per -5 movement lost,
2. disables with 0 bonuses,
3. disables -1 level, -1 per ace,
4. with crit all bonuses are negative 2, with -2 levels and movement, -2 per ace. - Defense Bonus: +1 HB on defense.
- Defensive Sword Master: +1, +1 HB defense
- Deft Strike: +1 HB, add to hit dice, +1 dex and mvm.
- Dirty Fighting: +1 anything goes
- Dismembering Adeptness: (sword or axe) +1 HB Dismembering Blows, take stats for debilitating attack
- Dodge: +1 dexterity and movement.
- Duel Wield: carry two one handed weapons, +1 strength.
- Edged Weapons: +1 (swords, daggers, axes, etc.)
- Enhanced Block: +1 HB on blocks
- Enhanced Dodge: +1 dexterity and movement on dodges
- Stunning Blow: melee, stuns if blow hits for -1 action, -1 per ace.
- Thrown Weapon: +1 HB thrown weapon
- Whips: +1
- Wound: inflicts sustained damage which reduces HP until healed
Magic Skills
- Alchemy: use of chemistry with arcane knowledge to alter one form or mineral into another, create life lengthening elixirs, and make potions to cure diseases, curses, and poisons. Potions and poisons strength is +1 per success, x ten with a crit. Each additional ingrediant adds to strength. Transformation simply requires a success. Alchemy lab is 10,000 gold. Each ingrediant is +100 gold per success, or must be found with 5% chance, +2% per magic class level.
- Arcane Biology: knowledge of what plant materials and creatures can retain magic and which do not.
- Arcane Cryptology: knowledge of magic runes, glyphs, hieroglyphs, and their meanings.
- Arcane Knowledge: knowledge of magic and the history of magic, +1 MA-Level high level knowledge of magic, only one level allowed
- Arcane Mineralogy: knowledge of what minerals retain magic and which do not
- Arcane Sanctuary: mage can fuse the walls of a chamber, tower, or building with powers of protection and defensive effects which are factored against anti-factors
- Arcane Tactics, +1 on all spell check rolls
- Saving Throw Bonus, +1
- Conceal Power: hides marks, seals, signatures, and all traces of power by power (LoD) of roll vs. detection and identification powers.
- Demon Seal: gain +1 demon seal and its knowledge to summon +1 select demon type per level. Demon will obey any single command within reason. Demon will appear and attack if summoning fails. Total number of successes rolled with Magic Class Level determines combat level of demon summoned. Set checks as they are needed with combat roll. Roll Magic Class Level again for any magic levels needed.
- Factor: factor a spell with any +1 extra called effect within your spells books or magic skill set, -1 AR and any stamina used per factor.
- Inborn Power: character can learn all inborn powers (limited paths) at the cost of one level, leveling up all inborn powers at the same time.
- Magic Adjustment: +10% adjust a spell to get past defenses or attacks while casting by adjusting power to an alternate channel of energy
- Magic Damper: dampen levels of a magic by -1 damage or power per success.
- Magic Enhancer: +1 d6 power
- Magic Modifier: +10%, modify power to counter magic adjustment and anti-factors
- Magic Targeting: for use with missile and thrown spells, +1 HB.
- Mark: marks a sealed spell with a glyph unique to each magic user to allow them to trace, easily identify, and sense their power. Set LoD of mark by total roll.
- Occultism: Demonology, gain +1 defense or attack against demons or devils.
- Occultism: Vampire, gain +1 defense or attack against vampires.
- Power Investiture: character can create wards with any power they possess.
- Proof Power: protects a spell, magic item, or select object against specified effects or threats. Roll for each Proof cast. Total Roll = Power (LoD) of Proof.
- Quick Casting: +1 mvm spells
- Research: +10 XP towards field of study when roll succeeds against research LoD
- Reasoning Expertise: +1 Mental Checks.
- Rituals and Ceremonies: +1 (demon summoning)
- Rune Lore: history and knowledge of runes, +1 intelligence vs. LoD of runes.
- Signature - infuses a spell with a specific signature which identifies a spell or enchanted item as the creation of the mage who 'signed it'.
- Signature Spells: Take one per arcane path. Cast at +1 level, or +1 AR, or +1 HB, or foes get -1 save. 0-Stamina first cast once a day
- Silent Casting: cast spells without speaking
- Spell Sword Artificer: Enchanter and Mage ClassBase Stats: sword of choice starts with +1 bonded power at level 1 which uses no stamina, +3 d6 improved power to bonded power, same bonus applies to power channeled through sword (stamina loss normal) at levels 7+. Take level 01 free if using artificer sword and buy additional levels. Spell movement is same as intelligence, and HB is the same as for any sword. -2 AR to use artificer sword.
* 01-03: spellsword use; at range of up to +5 feet, +1 per success
* 04-06: spellsword proficiency; +1 HB targeted strikes and spellsword melee per +5 intelligence levels.
* 07-08: improved power; channel any mastered power through spellsword as missiled power for +4 d6 bonus.
* 08-09: improved range; of +10 feet, +1 foot per success, doubles w/crit,
* 10-12: quick casting; +1 intelligence, intelligence = movement.
* 13-15: fluid casting; activate aim and fire in a single motion, -1 AR to use spellsword.
* 16-18: spell barrage; shoots +1 multiple spell, and up to +1 per ace.
* 19-21: combine power; combine up to +2 powers, +1 per ace, into single spell when called.
* 22-24: duel wield spellswords; use two spellswords at once at same AR loss and w/o loss of precision.
* 25-27: improved area; area of power improved by up to +1 foot, +1 per success.
* 28-30: direct spells; cast direct spells w/o targeting using spellsword. Subject to MR.
* 31-35: master artificer, all spells channeled through spellsword use half stamina.
* 40+00: arch artificer, add up to +10 bonded powers to spellsword choosing from any mastered spell. List powers under spellsword. - Thaumaturgy: knowledge of magic applications and disciplines, +1 Ace to all magic rolls.
- Undead Lore: aids in understanding the undead, intelligence vs. key level of undead creature to discover creature's secrets.
- Use Magic Items: use of enchanted scrolls, items, and objects, roll of an ace required to use.
- Smart Spells: adjust spells so that they 'consider' the conditions of a spell within its parameters so that it does what it is intended to do, without a will own its own. Spell can also 'learn'. Intelligence of 17 + required to use. Intelligence = to caster's.
- Artifact Spells: adjust spells so that they 'consider' the conditions of a spell within its parameters so that it does what it is intended to do. Spell can also 'learn'. Gives a spell a will of its own. If spell does not like their caster, it could backlash on caster. If spell likes who it is targeted for, it may skip a target and hit someone else. Intelligence of 19 + and Wisdom of 25 + required to use. Mental Checks = to caster's.