2020-08-30

Fantasy NPC: Master Vonsh, The Exorcist Of Pesky Faeries

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Master Vonsh, The Exorcist Of Pesky Faeries
A handsome, mature man with a carefully trimmed gray moustashe. He wears a top hat, a monocle, and a bow tie finely complementing his elegant suit, cane, and a black bag.

CR 4; 1,200 XP
Male half-elf expert 8
CG Medium Humanoid (elf, human)
Init +6; Senses low-light vision; Perception +14

Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 36 (8d8)
Fort +2, Ref +5, Will +7; +2 vs. Enchantment effects
Immune sleep effects

Offense
Speed 30 ft.
Melee mwk cold iron-shod cane +8/+3 (1d6+1)
Ranged mwk light crossbow +7 (1d8)

Statistics
Str 12, Dex 16, Con 10, Int 14, Wis 13, Cha 16
Base Atk +6; CMB +7; CMD 20
Feats Blind-Fight, Improved Initiative, Nimble Moves, Skill Focus (Bluff), Skill Focus (Sleight of Hand)
Skills Bluff +22, Diplomacy +14, Disguise +14, Knowledge (local) +13, Perception +14, Sense Motive +12, Sleight Of Hand +22, Stealth +14
Language Common, Elven, Gnome, Sylvan
SQ arcane training (treat as 1st level wizard for purpose of activating spell trigger and spell completion items)

Gear bowtie of deception (+5 Bluff), gloves of sleight (+5 Sleight Of Hand), and a supply of colored smoke sticks, flares, thunderstones, and other tools suitable for his deceptions, books covering faerie lore, a few cold iron nails, and various pungent herbs


Master Vonsh is an exorcist extraoridnary, expert in taking care of lesser faeries... As long as they are his own trickeries. He often comes claiming that he is in pursuit of a malicious fey or a changeling, deals with the apparent threat, and accept a modest reward from the locals. He pretends to be an expert of the Otherworldly things, though he keeps his fame in check, trying to avoid being called for actual fey troubles. As his renown grows, this becomes harder and harder, and he might need to vanish for a time, move to place where no one heard of him, or get a reliable way of pushing those tasks on other while still reaping the rewards...


2020-08-23

Fantasy NPC: Exiled King Tooth

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Exiled King Tooth
A minute bearded figure in colorful rags. He wears a circlet made of animal teeth.

CR 2; 600 XP
LG Tiny Fey
Init +2; Senses low-light vision; Perception +9

Defense
AC 16, touch 14, flat-footed 14 (+2 armor, +2 Dex, +2 size)
hp 21 (6d6)
Fort +2, Ref +5, Will +5
Defensive Abilities stories of home; DR 2/cold iron

Offense
Speed 20 ft., climb 20 ft.
Melee longsword +6 (1d4+1, 19-20/×2 plus 1d6 fire)
Ranged longbow +8 (1d4+1, 20/×3, plus 1d6 fire)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th, concentration +7)
At Will—booming voice (clearly heard within 100 feet while speaking, 1 hour or until dismissed), dancing lights, mending, prestidigitation

Statistics
Str 10, Dex 14, Con 10, Int 17, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Defensive Combat Training, Lunge, Nimble Moves
Skills Acrobatics +11, Climb +8, Diplomacy +10, Handle Animal +10, Knowledge (dungeoneering) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Perception +9, Ride +11, Stealth +10, Survival +9
Language Aklo, Common, Elven, Sylvan, Undercommon
SQ king-errant, wild empathy +7

King-Errant (Ex) Exiled King Tooth seems to be acquaintances with many lands and many customs, giving some credibility to his wild stories of his lost realm. He treats Handle Animal, Knowledge (dungeoneering), Knowledge (nobility), Ride, and Survival as class skills and can make all Knowledge checks untrained.

Regal Arms (Su) In combat, Exiled King Tooth wields a sword and a bow fitted for his size, both acting as +1 flaming weapons. No one is sure where they come from and where they go when doesn't fight (though he occasionally seems to draw the sword during some of his royal gestures), and the bow produces its own arrows (which use animal teeth for arrowheads). No one got their hands on either before, but if his claims of kingship are true, it is likely they are remaining regalia of his station and won't work for anyone else.

Stories Of Home (Ex and Su) No form of magic seems capable to confirming if Exiled King Tooth tells the truth or lies. Attempts to detect his lies fail, but so do attempts to divine location or learn anything else of his supposed realm. Some sort of fey shenanigans should be expected.


Exiled King Tooth claims to be, well, an exiled king coming from a fairy kingdom no one ever heard of. His descriptions of his realm are confusing and contradictory, mentioning depths of earth, lush forests, swamps, and glacier-covered mountains.

Exiled King Tooth behaves with a hint of smooth regal bearing, generosity, and courage greater than his stature (or combat capabilities, really), often entering into scuttles with animals of his size or larger for perceived or actual slights. He seems to consider all animals to be of equal sapience to humanoids, which might had been true back in his realm, and so he ascribes actual malice or benevolence to their natural actions, though it doesn't stop him from influencing them with his wild empathy and taming with Handle Animal. He seems to enjoy bridling cats, dogs, and big enough birds as his temporary steeds, though he has a very limited skill at directing them.

He claims that he was exiled from his kingdom by a conspiracy though he is unsure who was actually behind his exile (or can't remember). He remains convinced that his loyal subjects would gladly welcome his return. He occasionally offer seemingly random, nonsensical, or outright silly quests that are somehow supposed to help him return home, rewarding his champions with promises of titles and royal gratitude. If pestered for an actual reward he can occasionally produce a minor magical item or two or a few gems of moderate value.


2020-08-16

Fantasy NPC: Zirk'kth The Feybane

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Zirk'kth The Feybane
A rusty-brown, human-sized dragon with squat body, wide maw, short tail, and two pairs of multihued membranous wings.

CR 5; 1,600 XP
NE Medium Dragon
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12

Defense
AC 18, touch 16, flat-footed 16 (+3 Dex, +5 natural)
hp 57 (6d12+18)
Fort +8, Ref +8, Will +8
Immune charm, paralysis, sleep; Resist acid 20, fire 20

Offense
Speed 30 ft., fly 60 ft. (average), swim 30 ft.
Melee bite +9 (1d6+3), 2 claws +9 (1d6+3)
Special Attacks breath weapon (30 ft. cone, 6d6 acid and fire, DC 16 half, 1d4 rounds), pixie-eater

Statistics
Str 16, Dex 16, Con 16, Int 16, Wis 16, Cha 15
Base Atk +6; CMB +9; CMD 22 (26 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Bluff +11, Fly +12, Intimidate +11, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +12, Swim +11
Language Common, Draconic, Sylvan, Undercommon
SQ change shape (Small or Medium female humanoid, fey-touched humanoid, or anthropomorphic fey; alter self), charm-breaker, feypaths

Charm-Breaker (Sp) Zirk'kth can cast break enchantment as a spell-like ability by using fresh blood from a fey killed within an hour before the casting begins.

Feypaths (Su) Zirk'kth attunement to fey realms allows her to recognize passages between the mundane and the otherworld, where fey entities live. Zirk'kth can find a suitable one-time passage between the worlds by searching a wild place for 2d6 hours (4d6 in places that were touched by civilization but later reclaimed, 1d6 in the deepest wilds). Zirk'kth belong equally to the material plane and the otherworld and is native being to both.

Pixie-Eater (Ex) Against Tiny or smaller beings, Zirk'kth natural attacks gain grab special ability (CMB +13 for grapple checks) and she can use swallow whole special attack when she begins her turn holding a Tiny or smaller creature with her bite or claw (6d6 acid and fire damage, AC 15, 11 hp—her stomach is better protected from internal attacks than typical for creatures capable of swallowing whole, possibly because of countless scares inflicted by gremlins, pixies, and other fey scum she devoured in the past).


Zirk'kth is a lesser dragon with a strong affinity for fey—strong affinity and even stronger hunger, in fact, for she spends most of her time hunting and devouring fey creatures. When she is not stalking some hapless faerie in wilderness, she might be taking her time offering bounties for fey or investigating claims of fey presence among mundane villagers. When dealing with fey stronger than she can handle herself, she might pretend to be a woman in distress haunted by the fey, post a bounty, or otherwise send adventurers against her hated foes. She will also gladly act as an expert of faerie, if the knowledge she will share will kill fey. For now, she easily hunts lesser foes, but she has her eyes on bigger targets.

She does not reveal reasons for her intense hatred, but there are some possible explanations: her kin might have been hunted by faerie highborns. Maybe she was a mortal lady that rejected advances of a faerie highborn and was twisted into a draconic being with a wistful curse. Or maybe she was unfaithful to her faerie lover, or was cursed by her faerie lover's foes?


2020-08-09

Fantasy Monster: Soulcoil Devil

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Devil, Soulcoil 
A serpentine entity with a bearded fiendish head. Numerous dots of light are visible within its spectral form.

CR 9; XP 6,400
LE Large Outsider (devil, evil, extraplanar, incorporeal, lawful)
Init +11; Senses darkvision 60 ft., see in darkness, see invisible; Perception +20

Defense

AC 23, touch 23, flat-footed 16 (+7 Dex, +7 deflection, –1 size)
hp 105 (10d10+50); fast healing 5
Fort +8, Ref +14, Will +12
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20

Offense
Speed fly 50 ft. (perfect)
Melee spirit-bite +16 incorporeal touch (10d6)
Space 10 ft.; Reach 10 ft.
Special Attacks spirit-swallow
Spell-Like Abilities (CL 10th, concentration +17)
Constant—see invisible
At Will—greater teleport (self only), telekinesis (DC 22, +17 attack/CMB)

Statistics
Str —, Dex 24, Con 20, Int 17, Wis 17, Cha 24
Base Atk +10; CMB +11; CMD 35 (can't be tripped)
Feats Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Iron Will
Skills Bluff +20, Diplomacy +20, Fly +13, Knowledge (arcana) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +20, Sense Motive +20, Stealth +16, Spellcraft +16
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
SQ coiled gate, incorporeal

Ecology
Environment any (Hell)
Organization solitary, pair, or etheric expenditionary force (3—6)
Treasure standard

Coiled Gate (Sp) A soulcoil devil can form a circular gate between Material Plane and Ethereal Plane from its own form, lasting as long as the devil concentrates. It can slither through own gate closing it in the process. It takes a whole round to form the gate and it can be collapsed by disrupting the soulcoil devil's concentration. This is an equivalent of a 5th level teleportation spell. It doesn't work in places that have no connection between Material and Ethereal Planes or when teleportation effects are blocked (including dimension anchor affecting the devil itself).

Spirit-Bite (Su) A soulcoil devil bite has ghost-touch property, dealing its full damage to incorporeal creatures. It can also be used to attack haunts.

Spirit-Swallow (Su) When a soulcoil devil drops a haunt or an incorporeal creature below 0 hit points with its spirit-bite, it can swallow its essence, preventing its reformation until the devil disgorges its victim or is destroyed. Haunts, ghosts, and similar beings that are bound to a specific region become bound to the place where the soulcoil devil disgorges them, though ghosts capable of rejuvenation can resist this effect on a successful Will saving throw (DC 22). A soulcoil devil can carry a number of swallowed haunts and spirits equal to its Charisma bonus.


Soulcoil devils deal with ghosts and other incorporeal beings. They also occasionally roam Ethereal Plane seeking those who would seek refuge from infernal damnation there and, from time to time, advise infernal magicians about dealings with spirits and Ethereal Plane.

Soulcoil devils are known to collect interesting haunts, the more gruesome the better.

2020-08-02

Fantasy Monster: Infernal Friar Devil

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Devil, Infernal Friar
A portly man clad in a dark frock made of finest fabric. Underneath his hood lurk exceptionally bushy eyebrows and a friendly smile.

CR 3; XP 1,200
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft.; Perception +7

Defense

AC 15, touch 12, flat-footed 13 (+2 deflection, +3 natural)
hp 27 (3d10+12)
Fort +7, Ref +2, Will +5
Defensive Abilities false aura; DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Offense
Speed 30 ft., climb 20 ft.
Melee 2 slams +6 (1d6+3)
Special Attacks cunning words
Spell-Like Abilities (CL 3rd, concentration +5)
Constant—magic fang, resistance, shield of faith
3/day—create food and water (produce rich and spicy food and wine), curse water, infernal healing

Statistics
Str 14, Dex 10, Con 16, Int 15, Wis 13, Cha 15
Base Atk +3; CMB +5; CMD 17
Feats Endurance, Toughness
Skills Bluff +12, Climb +10, Disguise +12, Knowledge (religion) +12, Perform (sing) +8, Perception +7, Sense Motive +7, Sleight Of Hand +10, Stealth +10; Racial Modifiers +4 Bluff, Disguise, Knowledge (religion), Sleight Of Hand, Stealth
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.

Ecology
Environment urban, hell
Organization solitary, pair, covenant (3–12)
Treasure standard (usually stolen religious utensils and personal effects of other monks)

Cunning Words (Su) A friar devil is a devious entity and can harness the power of language for his purposes easily. After a minute of conversation it can learn the alignment of the person spoken to, unless the alignment is masked in some way. Additionally, when talking to humanoids, a friar devil can weave subtle compulsions into his words, affecting one or more creatures of the devil's choice with a concealed supernatural suggestion (DC 13), as per spell of the same name. All the creatures affected during the same conversation have to be targeted with the same suggestion. Each creature can be subjected to one such suggestion per day. This is a mind-affecting language-dependent compulsion effect that requires face to face conversation and doesn't work via telepathy. The saving throw is Charisma-based.

False Aura (Su) A friar devil's alignment aura reflects the alignment of the religion or church he currently tries to infiltrate. 


Infernal friars are lesser devils that masquerade as pious (or not so pious) monks, usually infesting monasteries where they slowly corrupt their confraters, though occasionally they join various courts, townships, and noble households acting as spiritual advisors. Sometimes they pretend to be holy hermits to sway pilgrims and neighborhood villagers.

Infernal friars hide hide hoofed legs and serpentine tails underneath their frocks, and their brows conceal tiny horns. If those features are noticed they reveal their hidden tragic background as tiefling foundlings (which is technically true as all infernal friars are made out of tieflings) and plea for keeping their shame secret—often offering corrupting favors and rewards.



2020-07-26

Fantasy Monster: Savoir-Fiend Devil

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Devil, Savoir-Fiend
This sharp-dressed androgynous gentlebeing with a pair of horns, red skin, and hooves has a serpentine tail extending from underneath their impeccable coat.

CR 4; XP 1,600

LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +13

Defense

AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural)
hp 37 (5d10+10)
Fort +3, Ref +7, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 9

Offense
Speed 30 ft.
Melee two animated +1 flaming rapiers +6 (1d6+1/18–20 plus 1d6 fire)
Special Attacks berate, dueling proxies
Spell-Like Abilities (CL 5th, concentration +8)
At Will—create attire (2nd level, summons a set of exceptional clothing for personal use only for the next 24 hours, only one active at a time), ghost sound, message, prestidigitation, unseen servant
1/day—plane shift (back to hell only, transporting self, 50 lbs of equipment and up to seven additional willing targets), teleport (self and 50 lbs of equipment only)

Statistics
Str 10, Dex 16, Con 14, Int 15, Wis 13, Cha 17
Base Atk +5; CMB +5; CMD 18
Feats Improved Initiative, Iron Will, Nimble Moves
Skills Bluff +11, Diplomacy +11, Knowledge (nobility) +13, Knowledge (planes) +9, Perform (dance) +11, Perform (oratory) +11, Perception +13, Sense Motive +13; Racial Modifiers +4 Knowledge (nobility), Perception, Sense Motive
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.

Ecology
Environment urban
Organization solitary
Treasure standard

Berate (Su) A savoir-fiend can verbally denigrate one sapient being within 30 feet that recently insulted the devil or otherwise took an action against them (including publicly speaking against them) or broke a locally accepted social rule (which probably include making a disturbance during the social gathering, speaking out of order, speaking against of higher standing, etc.—savoir-fiends are experts at finding the slightest infractions). On a failed Will saving throw (DC 15) the target suffers from one of the following effects, picked by the devil: fatigued, shaken, or silenced for 1d4 rounds, stops threatening anyone for 1d4 rounds (which prevents taking attacks of opportunity and providing flanking bonus) due to mild disorientation, drops anything held in hands that isn't a weapon and steps back 5 feet back away from the devil. Once the savoir-fair devil berated the target, a new offense has to be witnessed before the devil can berate the same target again. This is a language-dependent, mind-affecting compulsion effect. The saving throw DC is Charisma-based.

Dueling Proxies (Su) A savoir-fiend can summon a pair of animated +1 flaming rapiers as a standard action. Until they are destroyed or dismissed, the devil can command them to attack opponents within 30 feet with a swift action. As long as the devil can see the target, and there is enough space for the rapiers, they can ignore cover and concealment, striking from optimal angles. While they are objects, not creatures, they are blocked by protection against evil and similar effects as if they were summoned evil creatures.

Scathing Contempt (Su) After successfully berating the target three times within the same 24 hour period, the savoir-fiend can utter a curse upon the offender as a full-round action, bestowing –4 penalty to all Charisma-based ability and skill checks, to Knowledge and Profession checks related to customs and knowing the proper behavior, and to Sense Motive checks. This is a permanent evil curse effect that can be removed with a break enchantment, dispel evil or remove curse (DC 10+the devil's HD). It can also be reversed as a side effect of changing alignment to lawful evil via atonement spell temptation effect.


Savoir-fiends are devils that harness the restrictive bonds of social norms and obligations to enforce hierarchies, push mortals to cruelty, make them scorn each other, and turn to evil, both petty and grant. They use etiquette to deepen the divide and incite hatred between social classes, ethnic groups, and races.

2020-07-19

Fantasy NPC: Honorable Lamraqand Till

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Honorable Lamarquand Till

A tall, respectable-looking ghost wearing an elegant wig and a burgundy coat.

CR 12; 19,200 XP
Male ghost human aristocrat 10/expert 6
LE Medium Undead (augmented humanoid, devil, incorporeal)
Init +0; Senses darkvision 60 ft.; Perception +25
Aura impartial grounds (20 ft.)

Defense
AC 16, touch 16, flat-footed 16 (+6 deflection)
hp 168 (16d8+96)
Fort +11, Ref +7, Will +16; +4 resistance against chaos, evil, good, and law
Defensive Abilities channel resistance +4, rejuvenation; Immune undead traits; Resist acid 10, cold 10, fire 10

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +12 incorporeal touch (12d6, Fort DC 24 half)
Ranged hellfire blast +12 touch (12d6)

Statistics
Str —, Dex 10, Con —, Int 16, Wis 14, Cha 23
Base Atk +11; CMB +11; CMD 27
Feats Alertness, Improved Iron Will, Iron Will, Lightning Reflexes, Persuasive, Skill Focus (Knowledge [planes]), Skill Focus (Profession [barrister]), Weapon Focus (hellfire), Weapon Focus (touch)
Skills Bluff +25, Diplomacy +29, Fly +27, Intimidate +29, Knowledge (nobility) +22, Knowledge (planes) +22, Linguistics +22, Perception +25, Profession (barrister) +21, Sense Motive +25
Language Abyssal, Celestial, Draconic, Common, Infernal, and others; telepathy 100 ft.
SQ incorporeal, infernal passport

Hellfire Blast (Su) The Right Honorable Lamarquand Till can cast bolts of infernal flames against targets within 120 feet, dealing unholy damage. Any creature wounded by the flames becomes tainted with evil for 1d4 rounds, gaining an evil aura and reacting to other effects as evil being during that time. When a mortal  creature dies while tainted in such way, it has to succeed a Will saving throw (DC 24) or its body incinerates into ashes and the victim reincarnates in hell as a tiefling. Good creatures receive +4 bonus to their saving throw. Tieflings killed while tainted may embrace their evil and be reborn as a devil with HD not exceeding their total HD effectively becoming a completely new creature. The saving throw DC is Charisma-based.

Impartial Grounds (Su) Honorable Lamarquand Till projects an aura that acts as double-strength magic circle against chaos, evil, good, and law (+4 bonuses, 20 ft. radius). While it does protect against possession and exercising magical compulsions, creatures within the aura can voluntarily relinquish their protection, with prior written statements and contracts counting for that purpose, as long as they were signed with adequate understanding and sound mind (though belief in their truthfulness is not necessary). Impartial grounds also suppresses any spells and spell-like abilities with alignment descriptor of 3rd or lower level.

Infernal Passport (Ex and Su) Due to his prior, ah, arrangements and agreements, Honorable Lamarquand Till counts as devil when it is favorable to him, though he retains his nominally mortal nature otherwise, he can also consider himself a honorary tiefling, if it ever came to be a factor in his endeavors. His soul is his own to possess, he has the right of safe travel across the hell (and can always choose to leave hell and reform in 1d10–1 days in his office as per rejuvenation ability), and he can't be attacked by lesser devils unless he takes an offensive action against them. During the solstices and equinoxes he can perform a ritual that links his location to hell, as if using gate spell—either to travel between the mortal plane and hell, or contact and conjure hell's denizens, though while he has the lore required he needs assistance of one or more physical beings capable of sapient thought, speech, and manual skill to prepare the rite and perform its corporeal elements for it to work (the ritual itself takes 1d4 days of preparations and 1 hour to perform either at dawn or dusk).

Rejuvenation (Su) The Right Honorable Lamarquand Till reforms in his old office in the club he was member of within 1d10–1 days of having his ghostly form destroyed (it is possible for him to reform immediately if the roll results in 0). If his old club is ever destroyed, according to specific arrangements he made, the club, its grounds, and the surrounding estate are drawn into the hell where they reform as twisted reflections of themselves within 1d10 days, fully staffed by damned souls and lesser fiends. Only destroying the reformed estate in hell might end Till's existence. Unless he finds yet another loophole allowing him to escape the oblivion.


Idle rich find various pastimes, some of them more questionable than others. In the highly civilized, refined, over-entitled, and bored circles that Lamarquand Till frequented, pacting with devils became such dubious entertainment. While it was viewed as amusement at first, it slowly grew as a hidden way of rebuilding failing fortunes, acquiring promotions that were denied before (completely unjustly, we can assure you), and gaining position and prominence gentlefolk felt they deserved.

The Right Honorable Lamarquand Till was already a barrister of some renown and skill, and found counseling those who would make deals with hell an interesting change of pace and an adequate challenge to his underused talents. His natural obsessiveness and self-centered intellect helped him master the nuances of the bargaining arts beyond the skills of his peers, making him foremost, if not-quite-public authority of the matter in the high society.

While he advised many in the matter of infernal bargains, including those who made soul pacts, he never made a bargain for his soul himself—he did accumulate favors, here and there, exchanging them and accumulating in bigger favors, but he never sold his soul. Instead, he took steps to make sure his soul remains in his own possessions, lasting beyond his death. The exact details remain vague—while his professional pride might desire the well deserved fame, the same profession also taught him the benefits of confidentiality.

Now, the Right Honorable Lamarquand Till resides within the gentlefolk club he was member during his lifetime, occasionally offering legal advice, if the matter appeals to his sense of curiosity, feels like a proper challenge, a worthwhile favor is promised to him, or an old favor is called. His passage to undeath was smooth, as he was never swayed by the pleasures of the flesh, at least beyond satiating his pride in wearing fashionable outfits, always preferring intellectual pursuits. Being a ghost of higher order, he is free to come and go as he pleases unrestricted by lesser bonds.