Zid the Demon of Balyell

You are Zid a demon of Balyell the least important of Almighty Hagoth’s Maghi. (Magic givers or demigods of Morval Earth) Whilst important during periods of Bellagh the corrupting phases of the eternal war of the Chaotics against the Lawics, we are now in a period of Aishagh, an overpowering by force phase. Almighty Hagoth’s Chaotic High Command has massed armies of men, goblins, trolls and dragons to fight the Lawic host in Gard. Word is that they have been successful and all the demonic forces of Gashad Dur are being sent forth to spread havoc in now weakly held Lawic lands. Though still at demon college you are being sent to do your bit for Kaosium. You have been sent with a written message to the half demon Commander Daigost in the elf land of Amelia. He is to order his packs of wolves to attack the tarkghs (Lawics) wherever possible. You are to assist him as you think best. Now you hope to use your fear inducing skills to real effect and perhaps even slay a few of the enemy. Balyell is the Magho of petty mischief who delights in fomenting disputes between people. This means that you have little in the way of fighting power. However on his crag Daigost has assembled a heap of twenty hand stones and you can certainly carry one of those, one at a time to drop on enemies.

With a human mother you can operate in daylight, seeing as well as a human. Your wings are small so you can fly only as fast as you can walk. (4”) However as a demon you can move through the flaches (planes) to travel vast distances in a short time. But due to your lack of experience it is easily to get lost.

For a short distance (on table) you cast your Pass Flache spell needing 2MPU, 3+ on a D10 this takes you from the Mondo Morvali (present living plane) to the Mondo Vivache (spirit plane.) Another Pass Flache spell of 3+ will bring you to where you want to be, with a choice of back in the Mondo Morvali or being in the Geist Flache (Ghost plane). In the Geist Flache people can see you and hear you but cannot touch or strike you. (You cannot strike or cast missiles at them either). Movement is normal. You can cast spells against them and they can do the same to you! You may be destroyed by Holey water thrown on you or be thrown far into the Geist Flache by a blinding Flash spell. (Need D10 9 to return)  As Demon College has emphasised, in the Mondo Morvali you are vulnerable to missiles.

As a second level magician you receive two magic power units (Makgh Pozum) per move building up to a maximum of eight. Your not very powerful natural terror infliction of TI2 (up to 6”) can be augmented by a scream into your megaphone to TI5 to 6” and TI3 to 12”.

Zid Ind, Mo 4”, Fly 4”, Fa 8/16, TI2, TR 3, SR 4, D –4, C –3, W –2, A +2, Ob Fly, Me 0-0 = 0 sword st +1

2nd Level Magician: Pass Flache, Speech Throwing, Vertigo, Quench Flame, Smoke Screen, Revulsion, Rot Cloth, Rot Wood, Trip, Strike Dumb & Dumb Spea, Bestow Stammer, Shikald’s Breath.

Speaks Kharsh, Simnith, Dabbric (P), Norse (P), Wosha. Reads Runes.

Handstones 

Handstone 2" ht, Range 3" 5+ Strike -4                          Handstone 4" ht, Range 4" 6+ Strike -3

Handstone 6" ht, Range 4" 6+ Strike -2                          Handstone 8" ht, Range 5" 7+ Strike -1

Handstone 10" ht, Range 5" 7+ Strike 0,                        Handstone 12" ht, Range 6" 8+ Strike +1,

Go to The Intro

Got the Umpire's Stuff

The Elves' Briefing

The Dwarfs' Briefing

The Undead Briefing

The Action in pictures

The Player's accounts

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