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Sr) Unt EU i ' | ) RMD AUNolerg Oa ea HORS ALLOINT OF INSPIRATION ANGONANUETE COLLEGTION OF SETTING AGNOSTIC FEY LORE FORSDUNGEONS AND) DRAGONS) 4 Taste Or CONTENTS What is a Fairy Ta! The MadCapp Inn... The Three Cursed Queens. Arcadia, the Ash Queen. Charred Guard... Sable, the Queen of Blood Debt: Blood Fiend..... Valdas, the Queen of Mirror: Monarchs of the Feywild.... Ciun, Hunter of the Midnight Fores Doirend, the Imaginary Duches: Jabberwockys and Bigglywiffs. Gremlins... Tooth Fairy. A Character for Fairy Tale: Race: Feyborn Variants. Race: Sirens..... Bard College: Hysteri: Blood Hunter Order: Huntsmen. Ranger Archetype: Wild Trotter.. Sorcerous Origin: Fairy Tale.. Warlock Patron: Dark Imaginatio: Wizardly Tradition: Cauldron.. Miscellaneous Magic: This is a fanproject. No money is made off oF it, and we do not profit in anyway from the distribution of this book, We in no way represent Wizards of the Coast or the artist whose art can he found within. screams ‘We do not claim ownership of the art of any of the pieces listed below. ‘Tower Gremlin by EdCid Imp by EdCid Conqueror by WojciechFus ‘The Queen's Return by WojeiechFus Ghost Story by Zeen84 Gods of Sound by Jonas De Ro ‘The Blessed by Gary Laib Knight WIP 4 by Gary Laib Living Book by Patriatis Magic Night by Ryky Fairy by Goran Alena Queen by Goran Alena Doirend Awakened by Wooglet Dojrend’s Smile by Wooglet Forsaken by Wooglet Siren's Call by Wooglet People of the Book by 25kartinols Viewten51[1] by 25kartinok Pervasive Reading by RottingHead ‘Queen Fifi by Aditya777 Ranger by Rav89 Hellboy Toothfairy by Scott Robinson She Lives in a Fairy Tale by RomanticFae ‘Story Time by Alector Fencer Dark Forest by Ratushnyak Vitaliy ‘The Day the World Went Away by Susanne Helmigh ‘The Foreign Market by Rhys Griffith Defend of the Night by Rhys Grifith ‘Those Who Play for Ghost by Michael MacRae ‘When We Watched the Stars by Michael Vincent Manalo. Witch by MaiLy Painting Wraith 02 by Andy Park Wraith Speedpaint by Marcus Lindgren. Decay by John Dunham Blind Eyes by Jennifer Kelly Hoskins Maleficent by Rob Shields Queen with Broken Crown by Klaudia Jozwiak Sketch #34 by Johnson Ting Snowwhite and the Huntsmen concept art by Annis Nacem Empty Heart by Zeilyan Eternal Exile by Zeilyan Rain by Zeilyan Fairytale Environment by Hertram. (Cutlass by Paul Davies Silence by Telthona 1 Shall Feed Ravens by Telthona Little Red by Thomas Wakley GrimMDark A Book OF Fairy Tates No matter what world your heroes hail fre there are sure to be fairy tales told amongst the common folk. Stories of pixies enchanting children at night or of goblins sneakin through and stealing children from their coop are but a couple of examples. Such thie, mundane yet superstitious-most see them as an explanation of the mysterious, allowing the commonfolk or low-born fo understand their world But that is simply not the case In every culture of every setting, from the mouth of every mother to every child, a tale is told. A fairy tale. Rich and vibrant and oft more than a little seary, these tales are too n to be mere superstition. Those that close attention can see the links and the tions. There is more to a fairy tale then even the most imaginative bard can dream up. Throughout this book, we hope to enlighten you to the true nature of the world. From po erful archfey in their twilit kingdoms to cursed queens and their tragic stories, a fairy tale is, never far away. Come with us, heroes and trav elers and seekers of the strange, to experience a Grimm and Dark ta Wuart Is A Fairy Tate? To the enlightened few, a fairy tale is no mere story. They are events that can be so mundane that they are nearly unnoticeable. Or, they can be disasters and cataclysms, a force that shapes the world, Much like the evil mists that can spirit a man to Castle Ravenloft, a fairy tale ean suck a soul into an adventure born from the strange powers of an even stanger force. Dangerous and enchanting all at once, it is the story that is important to these events. There is a sort of cosmic narrative guiding them, a power that compels events to happen. Spontaneous in every way, it is impossible (o predict when a fairy tale might occur or what might happen. To those with sharp arcane senses or a deep library of lore to draw on, there are minute signs that a fairy tale has begun. As something that affects reality itself, however, only the most experienced can know these signs for what they are, As varied as these tales can be, there are similarities still. More often than not, these are seen through the involvement of fey. Fey crea: tures are naturally attracted to fairy tales-they follow them into different realities and partici pate in the story being told. Their alien nature, incomprehensible (o the minds of men, com mands them do whatever must be done to com- plete the tale. Be it gifting someone with the power to fly or luring children into the woods to devour, the fey perform their role with nary an ounce of hesitation. Other defining features can be seen in the victim's sucked in, A person's method of think ing will change to better fit their role. A loving stepmother may become a horrible witch in per- sona, or a greedy prince may find himself throwing his riches away for the heart of a young lass. It takes a particularly wise or expe: rienced soul to be able to realize what is hap- pening to them. Doing so is important; howe the price of failure is steep; even the whitest Knights can become the blackest of villains. Those caught up in fairy tales are always changed in some way, shape, or form. Those that don't die may be driven mad after reality catches up to them. Others still may be some- how changed impossibly; they may gain magical powers or develop weird bodily features. Many people after either escaping or finishing a fairy tale feel a distinct longing to experience it again, Having touched such a strange but beau tiful force awakens a lustful desire to experi ence it once more. Variant: GM NOTE AND VARIANT RULIS ‘Should you decide to have your party sucked into a fairy tale, consider using these variant rules. After all, ‘one may be driven mad or worse, be changed forever after experiencing afairy tale in the flesh. ‘When a characteris swept into a fairy tale, they ‘must make a Wisdom saving throw equal to 10+ half their total character levels. Ona failure, they feel con- stant compulsions decided by the Game Master where ‘they must make another Wisdom check to ignore or ‘suppress them. When a character succeeds on this ‘second check, they gain advantage on the next. After three successes with advantage, they no longer feel the compulsions ofthe fairy tale. Sicns THaT A Fairy TALE Has BEGUN ‘When a fairy tale begins, there are many, many ways of introducing it to your players. Below you will find 20 dif ferent beginnings listed for you to draw inspiration from. 11) Gangs of children begin to sing weird songs in the streets, dancing in circles as they do. 2.) The surface of rivers, ponds, and lakes ripple despite ‘lack of movement. 3.) Acold wind begins to blow, but only trees, leaves, fgrass, and flowers sway. 4.) An old woman appears before you one night, request ing help on the strangest request. 5.) Flowers begin to bloom out of season, and leaves: begin to change colors. {6)JAn odd color smoke can be seen in the sky. Its source is.a small, lonely cabin in the woods. 7) bird, squirrel, or other small animal delivers to you ‘a message in the form of a natural object, such as a seed. '8)A small creature wearing oddly fashionable clothing runs past you, screaming that itis late for something very important. 9) You find a strange pair of slippers, gloves; or some: ‘other garment on your doorstep or bedroll. 10.) A person you know very well begins to sincerely act ‘out of character, as if they were replaced by an opposite version of themselves. LL) A strange, fey creature wakes you from your sleep and makes you a tantalizing offer. 12)n the middle of some remote location, you hear someone weeping in the distance. 13.) Something is stolen from you. It may be a useless item, like a roll of parchment, or something precious, like your hands. 14) A number of inanimate objects are animated and band together. They pass the party on the road, talking loudly about their quest. 15.)A fey appears before you and gives you a summons ‘written on something strange, The summons is to the court of a queen or king that no one has ever heard of. 16.) Someone you care about very dearly is kidnapped by ‘a monstrous beast. 17.) A small animal approaches you and asks that you help them return to their human form. 18.) A wandering performer and his enchanted host go to different cites, forcibly enchanting more people to join the host. 19.) Too exhausted to care, you go to sleep in the nearest | ‘and strangest abode you can find. 20.) Finding yourself strangely los, a beautiful young giel offers to be your guide. —— cmaomrrioncmn 2) Lyre MapbCap MapCar INN AND TAVERN The MadCap, filled to the brim with strange and inter: esting characters, only appears when the fey world bleeds into your own. The building itself s a strange twisting shape, with boards hanging loose here and there. The stains are creaking, and the shutters shake the lightest wind on this old place pulled between each ‘world, The sign hangs from one chain, the other long since broken, with aJarge mushroom symbol with dark red lettering telling its name. More often than not the worlds seem (o bleed seamlessly, however sometimes the Tavern can become attached to others around it, ‘almost seeming to be stretched or squeezed into place. Tre Workers AND LOCALS OF THE INN, There are a variety of characters to be found at the ye ‘old MadCap, some to intrigue, some to cause conflict, ‘and others who hold their own array of secrets to be shared, if the adventures so choose to engage in the pleasantries of conversation. MARHORN VAUSS This brash old man is as stubborn as they come and is the biggest mystery that exists within these walls, No one seems to know where he ‘came from, or how he became the owner of the MadlCap, but there he is sitting upon that old wooden chair, usually complaining about the rain, even when the sun is shining, He also seems to permanently sport an angry red scar on his forehead, OPTIONAL Nor. Viuss, as most call him, isa twist: ced old soul who once fell in lave with a fey, as he lured her into his Inn one night he never knew how life would change. First came the rains that never stopped.then ‘came the never ending thrum of noises which never let him sleep, and then the litte fey found joy setting up traps for him to bang his head against through the Inn until one day old Vauss had enough. He cast her out, never to return. The fey ina light of mischief bound his In {o the Fey Wild, forever cursing him and his home. GitAN Hook. Gillian’s domain is the kitchen, and more time than not that’s where youl ind her, with pots smashing together ever a roaring flame, much larger than what could possibly be safe indoors. The food isn’t pretty, and there is always a mess left behind, but what more could you expect from a former slop slinger from the seas. When the MadCap is quiet you can also find her down in the cellar, most likely sleeping away ia a wheelbarrow, her bottle of cheap wine hugged in her OPTIONAL NOT. Gillian is a bastard child of a famous pirate, when she tired of serving up slop on his ship at sea, she found herselfat home in the MadCap. She can be rather sensitive of her past, and prefers to bury herself in alcohol. Her mother being a Siren, she is ‘a natural beauty with black hair and piercing blue eyes, she can be intimidating in her own right as she always carries a cutlass at her side. KNOWLEDGE Insight, is suggested to learn more about Gillians past Giiu1an Hook Most Ua CHAOTIC NFUTRAL [Base Sianisnes ARMOR CLASS 17 Hirr Punts 52 (848 + 15) ‘SPEED 30 f. STR DEX CON INT WIS_——CHA 1562) 1402) 1261) 1361) 13.61) 1040) (Trans ‘Sensis passive Perception 11 LANGUAGES common CHALLENGE 3 (700 xp) [Passive FeAruRes. ming to fade, asif she were running out of time, and hears the constant ticking ofa clock in her ears. When reduced below ha her hitpoints Gillian can take a bonus attack on her turn (AerIONS [MULTIATTACK Gillian makes 2 Cutlass attacks per tun, Cutlass, Melee Weapon Attack: +4 to hit, reach St, one target. Hits 9 (2d6-+2) slashing damage. CANNON Foobex, Range Weapon Attack: +4 o hit, range 20/1201, one creature. On hit 12 (2484) piercing damage. coun ancnn/, 0 5, LLLEA2 MORRIGAN WHITE Here at the MadCap, Morrigan never bothers to disguise herself. A large and ornate ‘ing sits on her finger, a token from better times and also the source of her poviers. She was once one of the fairest, but her ring cursed her with disfigurement in return for the power it gave her: Most just call her the ‘swamp witch now, as her skin sags like mud drip: pingand her hair faded lke old moss. ‘OrTIONAL NOTES. Morrigan seeks with every visit to lure a man into loving her, ony then will the curse be broken, and her powers fully unlocked along with her beauty restored, She often resorts to foul magics todo this, but never disguising herself For the man in ques- tion must see her as she truly is for the curse to be broken. The ring in question, which houses the curse, can only be removed once the curse is lifted, or her finger detached. KNOWLEDGE History, i suggested to learn more about Morrigan, She would be noted in several older stories in her fall rom grace. A roll of 1S(eel free to change this number) or higher would allow a player to know most of the tales surrounding her. MOorRIGAN Motun eNO. REUTRAL EVE — Hit Points so (20d6 SPEED 95. Gist a) STR DEX CON INT WIS CHA 5 BONS SN AGS) 23S 6 442) Bf) 26608) 2065) 61) atte ‘SKIL Arcana+ 12, History +12, Intimidation +2, Nature +12, Perception +9 SENSES passive Perception 19 LANGUAGES common, sylvan, any beast language. elvish (GALLENGE 12(8, 4000 XP) ‘CURSED RING. Morrigan’s ring prevents her from being ‘aged, polymorphed, or shapeshifted by any rings. t keeps hher perpetually uly as well, giving her disadvantage on all ‘Charisma checks. Additionally. when Morrigan casts a spell ‘above 5th level, she must make a DC 20 Constitution saving throw or fall to 1 hp. [MAGIC RESISTANCE. Morrigan has advantage in saving throws against spells and other magica elects SFELLCASTING. Spelcasting. Morrigan is a 20th-evel spell ‘easter Her spelleasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Merrigan can east poly ‘morph and hex at vill and has the following wizard Spells prepared: Cantrps (a wl) bot, fends ight, mage hand, minor illusion, Ist level (4 slots: detect magic, identify; mage armor, magic sisale 2nd level (3 slots: detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell fy lightning bolt ‘Aut level G slots}: banishment, fie shield, stonestsin= Sth level (3 slots: cone of cold. insect plague, serying ‘ih evel {1 Sot): globe of invulnerability Zth level stot: teleport 'Sth level (slo): entrol weather th level (sla): weird TIMOTHY “I CAN'T REMEMBER’. Lipon first meeting this strange man mumbling to himself in @ comer of the inn he will introduce himself as Timothy ‘I can't remem: ber’ He talks in circles and often even rhymes and has the attention span of afield mouse. He will forget every person he meets the second they stop taking, He can be identified by the large purple and black tattered hat he always wears or is holding. OrTIONAL Nomis Timothy does indeed have a past, and duc to the trauma off he's gone a ite mad, Sometimes he can find moment of clarity, that are often shor lived and only half helpfl, He was once a servant in Sable the Queen of Blood Debt’, and knows tidbits of knowledge about the caste and the queen herself, but they are usually so muddled with insanity that no ‘one else pays him any mind. KNOWLEDGE Perception, is suguested to look past the madness and see the real meaning in TimoTHY Mus HUAN CHADTI NFUTRAL ARMOR CLASS 17 HiT POINTS 60 (1048 + 16) a le ig|> E fe sta 163) DEX BO) CON INT 1542) 7) wis 10 (+0) CHA 10 (+0) SENSES passive Perception 10 LANGUAGES common ‘CHALLENGE 3 (700 xp) MAD AS A HATTER Insanity plagues Timothy's mind and hhe must make a DC (12) Con saving throw oF lose all c- tions atthe start of each of his turns, (AcriONS. Fists. Melee Unarmed Attack: +4 to hit, reach Sf, one target. Hite 9 26+2) bludgeoning damage. Quirks oF THE INN In the shadows ofthe in, a smile can be seen ling swat, Occasionally a goden finch, prized for their ing ing and ability to speak the common tongue wil utter by. Ifone were to be paying attention, they could see the disembodied fangs dart across the shadows and swallow these lite birds whole When possible Glin Hook wll grab what seems to be a phantom tal, and hechand disappears inside the mouth, pling free the golefinch, only o throw it feathers and all, into abot ing pot of stock. Timorty’s Terriste ToT Timothy often complains about how his teeth just won't siay in his mouth-and he won't let them, because they hhurt foo much, But perhaps the ramblings of a madman are more than just that, While out traveling, adventurers often hear about strange murders, the vi- tims left with no teeth in their mouths. Some old wive's tales even talk about how a nasty tooth fairy will kil those with teeth too clean at night, as if getting re- venge. Making matters worse, every time you see Timm- thy, he seems to be missing another tooth! Though he always offers some kind of payment if you can find where he's misplaced them... THe THREE CURSED QUEEN AN INTRODUCTION TO THE CURSED In every fairy tale, in every world, there is always a common theme. There is always some sort of hero or heroine, and there is always some sort of magical guide ‘hat helps him or her along their journey. But what most clo not think to question is: what are these young ‘ heroes actually being guided to? What happens when a ‘would be hero turns down the help of their guide? The answer is simple: they become cursed. By the whims of powerful fey, their hearts are tainted, their souls blackened, and their destinies twisted forever: They are forced to learn the humility oftheir actions lest they face total destruction, In this section we introduce you to three such char acters, Each has become a cursed queen of their ¢ sight, and each is another fairy tale that ean bleed int any world. We present to you Areadia, Queen of Ashes, who seeks to reduce the world to a dying ember; Sable Queen of Blood Debts, whose desire to see her enemies drown in their own blood is uncontrollable; and Valdas, Queen of Mirrors, who wants nothing more than her lost beauty. These queens rule their domains with er elty and power, Their people are pawns in a game of chess, wh fords are turned into grim battle fields. Through the aid of those unwilling, attracted by the magic of their fairy tales, they seek to spread ever further Characters who listen to the evil callings in their heart flock to these queens for power, Heroes who in. tead wish to save the day have found themselves grea and terrible enemies. But when dealing with queens this unpredictable, this callous, one can only OBER EET 3 ‘The Queens are meant to be mid to high level antago- nists in your adventures and often work best when ey pitted against powerful archfey in the plot, For the evil aligned player, they can be powerful allies or even ‘guides, bent on the destruction of the party or the fe, your choice. They will, more often than not, keep their .n while mildly forcing their wills onto the ARCADIA QUEEN OF ASHES HUMBLE BEGINNINGS Arcadia was once but a woman of simple beginnings, living her days out in the middle of the woods i a tiny litle cabin with her father, a good huntsman in his own, ‘ight. He often traveled deep into the woods, leaving the motherless gitl alone for days at a time with one simple order: do not open the door. However, Arcadia, Was a curious creature and often didat follow the rules. One day, from the window, she spotted a charming young woman with beautiful features and a beautiful basket of flowers at her side, The woman knocked conce, then twice, and finally a third. When Arcadia did not answer, the woman, with a smile, turned and left. On the second day, she came with a small rabbit knocking in the same manner, This time Arcadia leaned her head out the window as the woman left. Fi nally on the third day, with her father still nowhere in sight, she gave in when the woman returned. The beau- tiful woman, without a word, offered her an ornate gold choker When Arcadia accepted and placed it upon her neck, the world went black, Tue Touch oF Evit It wasn't for hours or days, perhaps weeks, before Ar- cadia awoke. She sat outside her burning cabin, only now hearing the screaming of her father inside. She rushed to the door, the wood ablaze with fire, yet her hands never burned. When she finally forced the door ‘open, her father's charred remains lay at her feet. She cried, she sobbed, and crackles of black energy spirled from her body, but there was no saving her father, twas then when the pain took hold, that the ashes of her father began shifting under her hands, absorb- ing into the skin. All at once she could feel changes ravaging her, Her body matured ten years past her age, her cheek bones hecame high and pronounced, the curve of her brow perfected, her fingers came (o the golden choker adorning her neck. Her lips, now full and red, smiled as she rose from the ashes. Areadia was now cursed. 2 Queen oF Hen NAMESAKE les alter al this thatthe Queen of Ash realized to keep her powers and beauty she woul have to absorb ene erator ear eee eases eta eta eee ‘copong her. Thus the Queen of Ash rose to power as it came naturally as he tired villages fo the ground with em eerie ee eet eect Soon the entire county side bent knee to her, and waged endless ware to offer her tribute in return for teeter peace ARCADIA'S CURSED CHOKER Wondrous item, legendary Arcadia's cursed choker is a beautifully ornate piece ‘with no claps, the moment a person places the choker around their neck is becomes magically sealed, The seal can only be removed when the curse is fulfilled or the ‘wearer's head is cut off. The visage of the choker can change from wearer to wearer, acting as a reflection of the person adorning it ‘The curse linked to this choker is an ancient one, ‘once placed upon it as a token of revenge from an arch- fey. The one who Wears it loses their soul, becoming chaotic evil and will not gain it back until they accom. plish one selfless act.While cursed, the choker gives the ‘wearer the ability to create magical, spell-like abilities. Examples of these abilities are: Command of an element or natural resource, Magics dealing in illusions, or pow: erful terrain altering abilities. cmomourmon! 0) S2LZZ CursD QueENS NSA Quitn’s Caste ‘The Ash Queen's castle has thick layers of soot and ash coating the exterior from the constant flutter of debris falling from the skies around it. The castle itself is always changing with some rooms expanding, hallways leading to nowhere, and a maze of halls, Every day the layout shifts and changes to the Queen's whims. Her castle is also linked to the feywilds, and appears across several bleeds at the same time. Lain Actions On initiative count 20 (losing ties), the Ash Queen ean, {ake a lair action to cause one of the following magical effects; she can't use the same effect two rounds in a *# The Ach Queen summons 2d4 charred guards to hee aid. * The Ash Queen periodically sets fires to flammable objects in a 300 foot radius around her. * The Ash Queen summons a haze of ash, forcing dis advantage on attack rolls against her and against Per ception (Wiscdom) checks made in the haze, Recion EerrecTs The region containing th by her magie, creating on Ash Queen's lair is warped F more of the following ef fects + Forests in her domain are charred and bare litle lite + Atrandom, creatures withthe beast tag become taining fiendish versions of themselves, Those that swere once neutral or good are now evi * Ash constantly falls tazly from the skies, coating ev erything in thick layers of soo, that almost looks ike sey snow QuEEN ARCADIA Mou Himasow, GtaoTC a a) ARMOR CLASS 17 Hr POINTS 135 (848 +54) SPEED oft. STR DEX CON INT. WIS_— CHA 1060) 14642) 16 (3) 2065) 12(1) 20665), SAVING THROWS Charisma+14,nteligence +14 ‘SKIMS Arcana +14, Insight +7, Intimidation +14 DAMAGE RESISTANCES poison; nonmagical Bludgeoning, piercing, and slashing. DAMAGE IMMUNITIES fe CONDITION IMMUNITIES charmed, frightened ‘SENSES darkvision 120 ft, passive Perception 15 LANGUAGES common, sylvan CHALLENGE 19 (22,000 XP] BURNED THROATS. When a creature takes damage from one of the Ash Queen’ fire spells, they must pass a DC 22.Con- stitution saving theaw of have their throats horrifically burned. They can no longer speak or cast spells requiring Somatic components until the greater restoration spell is cast on them. DARK SMILE Those who encounter the Ash Queen have dis advantage of charisma checks or saves against het Stoking the Fire. When a creature fails an Intimidation (Charisma) check against the Ash Queen, they are vulnera bile to fie damage for 1 minute. casting ately cast the following spells, requiring no innate components: At will: burning hands, compel duel, create bontire,fireolt ‘major illusion, thaumaturgy fireball fire shield firestorm, true polymorph (adult red dragon only) LEGENDARY RESISTANCE (3/day). the Ash Queen fails a ‘saving throw, it can choose to succeed instead en a] SUFFER. The Ash Queen speaks a diabolical word, command- ig the soot and ash around a target creature of her choice ‘Within 40 feet, The creature must succeed on a Constitution ‘Saving throw versus the Ash Queen's spell save DC or be st focated by the ash asi tums to conerete in their lungs. A creature suffocated inthis way ean survive a number of {urns equal to their Constitution modifier before falling to 0 hitpoints, unstabilized, A remove curse spell removes the \ ash from the lungs, 9 (TeceNDARY ACTIONS The Ash Queen can take 3 legendary actions, choosing from the options below Only one legendary action can be tsed at Fi ‘a time and only atthe end of another creature’ turn. The Ash Queen regains spent legendary actions atthe stat ofits CORRUPTED. A player becomes a near mirror double of the Ash Queen, sharing her appearance and voice for 1d rounds, BURN THEM @ ACTIONS. Ignites all fammable objects that ‘up to 5 ereatures within 30 feet are wearing or earryi Tong as they are holding or wearing the ignited objects, they take 2d6 fire damage until the fire is put ‘TEMPTATION (2 ACTIONS. The Ash Queen chooses one crea- ture she has dealt fre damage to since the star of this rouind, That creature is charmed until the end of the Ash ‘Queen's next tur, SoS ow/ 0 Wz MINIONS CHARRED GUARD ase Srarisnics ARMOR CLASS14 Hr Pounsts 2 (248 + 16) SPEED 30 CHARRED GUARDS irom TT) STR DEX CON INT. =o WIS.- CHA ‘Charred Guards are the product of dark fey magics con: N 1804) 14 (2) 1442) 841) 11.60) 11 40) trolled by Arcadia, the Queen of Ashes. They are constructs sd remains of her vietims. Parts of EEE || composed of th See Ee eee te their souls are trapped inside these foul creatures, empower: ean ing them todo the queen's bidding They are incapable of de PSHE catcnne cision making, and can only follow direct orders that are 6 oF A fewer words, Cattenae 3 (700 x0) (PASSIVE FEATURES CEMENTED SOULS. NEL A Eons cid oC the Quieed of Ach. the Ctarred These ercatures are composed of ash and soot, with power cues ee a ful magics cementing thet together into humanoid shapes, ightened, poizoned ie eT armor and weapons, There is litle variation from guard to Dibee SWvaseene ie Charred Cuaiireeason anata ‘guard-they are near identical copies of the last They are more often than not grey oF black in color however a freshly ee ee feo ne Cong embers racking tacks per turn MINDLESS. directed ata target, the taryet must make a (DC 10) constitu and can not make complex decisions on their own, They are tion saving throw. on a fail they are cursed with the Ash easily tricked or footed, but will hunt down their targets for ij Plague, which will slowly deal 1d4 damage every hour uotil eternity if commanded. They are also telling signs of the a 4 ree eeerrestora (QUEENS BLADE Melee Weapon Attack: +6 to hit, one crea: ture, On hit 12 (2484) slashing damage rival of the Ash Queen, often heing sent out to clear the way for her more fleshy soldiers and beasts. Their bodies ean be founcl in burnt down villages, left abandoned after their jobs Were completed \\ GrrmuDarx cuwrone/ af 0. Zz SaBLe QueEN OF BLoop Depts Innate EVIL ‘Sable was never what one would call good. She covet- ‘ed power riches, and fame. However, she was but a straw merchants daughter who spent her days tending ‘the house and cooking his meals. It wasn't until one ‘night, when she heard tale of a ball, that she snuck from her father's house and stole a dress from the line of a noble woman to attend the party. There she danced and Jaughed and drank until nearly midnight. ‘However, at the stoke of the hour, a woman -sereamed. A erowd of women cireled Sable, all pointing. and laughing as one pulled at her stolen dress whi ‘screaming that she had stolen it from her: It wasn't until the king himself laid eyes on her that he stopped the ‘madness and paid the accusing woman for her dress, for now the king coveted Sable. She left that night in the tattered remains of her dress, tears still fresh on her cheeks. It was there on the road that a charming young man ‘stepped from the woods, his body alight with a golden. radiance. He offered her comfort, he offered her gold, >but still Sable cried, She swore the only thing she ‘wanted in life was revenge on the castle and more. So ‘the man who she stumbled upon offered her that but swith a price. A Girt oF BLoop Dears: Tt-was just a box. A simple woorlen box that held the key to her darkest wishes. And inside the box lay a pair ‘of beautiful gloves the color of blood. Sable held the ‘gloves in her hand for a moment while hardly listening to the man who described them. All she could see was the color of blood fill her eyes as she slipped the gloves over her fingers. ‘When they finally satin place on her hands her once brown eyes tured red, spreading over the once pure: ‘whites of her eyes till they stained the tears still fresh ‘on her cheeks, turning them into blood. The dress on her frame, shadowed in darkness, fell from her shoul- ders only to transform and hold close to her chest, falk ing into a sea of red silk Sable was now cursed. (Quin oF Hin NAMESAKE Ie was ater al this that the Queen of Bod debts timed see leet cartier eee all dy. The blood was her power, the blood was her curse, and both she bore with pride. twas here inthis casi that she claimed the lands, making each ofthe snickering and screaming females who humiliated her bear a pair of magical iron slippers that were always as hot as coals. And for the king who had caused more than his fair share of tears, him she cursed as well. For his punish- ‘ment she thought long and hard, until finally she came to his cell. She turned him into a giant beast, and set him ‘upon his awn wife and children, only then allowing him. his mind back to witness what he had done. Since then MAcicaL ITEM Sable's Cursed Gloves ‘Wondrous item, legendary Sable's gloves are made ofa fine red sill, that hook be. tween the wearer's thumb and forefinger and reach along. the forearm. The moment a person wears the gloves they become magically sealed to them. ‘The curse linked to these gloves was the whim of an archfey when she spotted Sable at her party: The curse can only be broken ifthe wearer forgives those who ‘wronged them, or iftheir hands are severed. While cursed, the gloves give the wearer the ability to create ‘magical, spell-like abilities. Examples of these abilities are: to drain the blood from their victims, to create crea. tures of blood, orto inflame the blood of their targets. ‘The Dungeon Master and the player in question should work together fo determine the specifies of the abilities. A Quetn’s Caste ‘The Queen of Blood Debts castle is a fearful place, with pools and fountains of blood adorning it. The stench of death emanates from every corner and the screams of the irom slippered women can be heard all around. The walls are stained a reddish black from years of blood shed, and those that remain inside are cursed with bleed ing feet with every step they take, feeding her blood debts. LAIR ACTIONS On initiative count 20 (losing ties), the Blood Debt Queen can take a lair aetion fo cause one of the following magt caleffects; he can't use the same effect two rounds in a row: The Blood Debt Queen transforms into a wraith of blood giving disadvantage to all attacks made against her uptil the beginning of her next turn, ‘The Blood Debt Queen wishes for blood to come to her. Creatures within 30 feet of the Blood Debt Queen ‘must make a Constitution saving throw versus her spell save DC or take 4d6 necrotic damage. Ifa creature fails this save twice, they take a point of exhaustion. 4 CurseD QuéENs + The Blood Queen creates a pool of coagulated blood, creating dificult terrain in a 60 foot radius from its origin within 120 feet of her. REGION EFFECTS The region containing the Blood Debt Queen's lair is warped by her magic, creating one or more ofthe fol- lowing effects: * The lands around the Blood Debt Queen seem to breath in and out, making the grounds unstable. © At random, humanoids will bleed from their eyes, and become averwhelmed with anger * Trees and other vegetation seep blood from their roots and blossoms staining the earth with a reddish black slime. * Ye QuzeN SaBLe Fon nimasow, otnone fv [Base Starsnies ARMOR CLASS 17 Har POINTS 151 (1938 +150) ‘SPEED 40 ft STR DEX CON INT. —sWIS-—CHA 215) T2(+1) 18 (44) 18 (44) 15(42) 18 4) TRA SAVING THROWS Strength +11, Dexterity +6 'SKILS Deception +9, Insight +7, Intimidation +10 DAMAGE IMMUNITIES nonmagical bludgeaning, piercing, and slashing damage from weapons that aren’ coated in blood CONDITION IMMUNITIES charmed, fightened SENSES darlvision 120 f, passive Perception 95 LANGUAGES common, sykan ‘CHALLENGE 17 (18,000 XP) BLEEDING HEARTS When a creature file @ Perauacion (Chari 'ma) check against the Blood debt Queen, they are vuinersbe to ‘magical bludgeoning, percing, and slashing damage for ‘minute, [BLOOD PRICE. When the Blood Debt Queen deals damage to a creature wth at east level af exhaustion, they must make 3 Constitution saving throw vereus het spell save DC. On afl tre, they must rellon the lingering wounds table, found on page 273 ofthe Dungeon Master = Guide INNATE SPELLCASTING. The Blood Debt Queen's innate spell. casting ability iz Charisma (spell save DC 8). She can innately cast the following spells, requiring no innate component: [At will misty step, unseen servant vicious mockery 3]day fale life, darkness ifday circle of death, harm, polymorph (only an enemy crea ‘ures, and only into beasts) LEGENDARY RESISTANCE (3/DAY), Ifthe Blood Debt Queen fils 4 saving throw, itcan choose to succeed instead LIARS. The Blood Debt Queen is skeptical to believe anyone. Persuacion (Charisma) checks against her are made at disad- vantoge. BLOODEORNE.The Blood Debt Queen summons a blood ‘weapon in the form of a melee weapon of her choice. She is pro- ficient with the weapon che erester, BLOODHORNE ATTACK Melee Weapon Attack: +11 to hit, reach 5 ft, one ereatureX (1dX +5) damage depending on the weapon, 2: well as an additional 16 (448) necrotic damage. CCOAGULATE Melee Spell Attack +10 to hit, reach sft, one crea: ture, 3 (1é4¢3) bludgeoring damage. The Blood Debt Queen reaches out with her red gloved hand and zqueezes the throat of 8 nearby target within 10 feet The target must make a Consbtu tion saving throw (DC 18) or their bloed coagulates under the touch the the Queen and stuns them in place until theirnext, ‘uen on a falure, in addition to taking 25 (sdto) necrotic damage, BLOOD TEARS. Melee Spell Attack: +10 to hit, reach 5, one creature. 3 (1d4+3) bludgeoning damage. The Blood Debt (Queen takes her gloved thumbs and begins to press them into a target's eyes within 0 fet, the target must make a Strength saving throw (OC 18} or be blinded for tq turn, a8 vel 22 taking 25 (¢d10) necrotic damage “The Blood Debt Queen can take 3 legendary actions, choosing. from the options below. Only one legendary action can be used sta time and only atthe end of another creature's turn, The Blood Debt Queen regains spent legendary actions atthe start ofits turn DRAIN (1 ACTION) The Blood Debt Queen draws upan the blood flowing their a target's bad, calling ito her. The target ‘must make a Constitution saving throw (DC 18) or take 12 (4d6) ‘damage. The Blood Debt Queen heals for half ofthe amount af damage deat. FIENDISH @ ACTIONS. The Blood Debt Queen creates a Blood Fiend from her own blood, Afterwards she rlls ait die, losing the amount of hit point relied BloOD Diss @ ACTIONS The Bleed Debt Queen makes to of er actions cmuomonrnnon/ Dygeeez MINIONS Bioop FigND The Blood Fiend is a monstrosity of nature created from the flowing blood of Suble, the Blood Debt Queen. They are incarnations of pure evil fendish in every imagin: able way. They are shadows of the queen herself, emana tions of her dark fey magies. BLoop WRaITHS These monstrosities are wisps of shadow and slates of blood making up loosely humanoid figures or beasts. They are a swirling miasma of black shadows and crim son mist, with dripping fangs and claws. However, the longer a Blood Fiend exists in the physical world, the more corporeal they become until they solid tues of blood: they will revive when blood is spilt into. their mouths, but only for a few moments. Only the blood of Sable can truly restore them. Vicious Hunters Blood Fiends are intelligent, strategic beings, who usual. ly lay in ambush for their prey: Only having a fraction of the raw power of their creator, they must make due with their limited strength, Often traveling in pairs, they work. Together to follow the will of Sable, Wreaking havoc on sleeping soldiers, the only signs they leave behind is a fine mist of red coating their victims. BLOoop FIEND Monin rex. Lon Ev [Base Sianisncs a = ARMOR CLASS13 Hr Pounts 27 (648+ 16) SPEED 30 ft, fly 30ft (Amory Scones STR DEX CON INT WIS CHA TEA) 1542) 1241) 1442) 1060) 11 40) hn] CONDITION RESSTANCES charmed, frightened CONDITION IMMUNITIES poisoned SENSES darkvision 120 f, passive Per LANGUAGES commonsylvan LENGE 2 (450 xp) Eas ‘AMORPIIOUS. The blood fiend ean moxe through a space as harrow as 1 inch wide without squcering. BLoob SENSE. They can track a and find a bleeding creature within a 120 foot eadius SHADOW STEALTH While in dima light oF darkness, th fiend can take the Hide action as a bonus action, (ACTIONS FANGS. Melee Weapon Attack: +5 to hit, one ereature. On hit 11 (2d8+3) piercing damage QUEEN’ B1000. The blood fiend begins to wrench open 2 target's mouth, The target must succeed a Dexterity saving throw (DC 15). Ona failure the blood fiend enters your body and spreads the queen's blood through your system, dealing fan initial 5 (144+) biudgeoning damage. The blood fiend is absorbed and killed in the process, The esl energy flooding the targets body forces madness upon them, rolled on the Short Term Madness table on page 258 of the dungeon mas. ter's guide. tion 11 GrimmDark CHAPTER ONE, VALDAS QUEEN OF MIRRORS. Vanity Apove Aut Elst ‘Valdas comes from neither humble beginnings nor trau ‘matic events, but rather a silver spoon in her porcelain cheeks. Her parents treated her much like a doll, dress: ing herin the finest garments, the most sought after ‘makeups, and the most current hairstyles. Each morn: ing, a servant would brush her hair with a thousand strokes, followed by tea on the balcony. She was taught in the finest things such as playing the piano, painting, and singing. She was such the jewel of her parent's em. pire-often commoner’s would leave gifts for her. Howev: ef, stich common things were not enough for Valdas, and were often throw in the trash, Tue Hacs Girr One late afternoon, as Va fles among the gardens of her parent's castle, an elder ‘woman with hair like straw and wrinkles that followed aldas sat in her corset and raf: the lines of her face presented Valdas with a gift. It was but a simple mirror, and with it a warning: to never look to deeply, for mirrors are powerfal things. Not being of silver or gold, Valdas smashed the mirror before the old ‘woman. It shattered into tiny pieces, and one ricocheted into her eye. The old hag of a woman smiled and left without a word as the spoiled young woman screamed and held her face. The more she screamed and rubbed at her eyes the deeper the shard of mirror went, until fi nally she dropped her hands, and her eyes were now mirrors of the world Valdas was now cursed. Queen oF Hin NAMESAKE Valdas’ face, now seared from the mirrors and her beauty marred by mirrored eves, her parents were hor fled. Instead of consoling and caring for their only child they tried to banish her from the castle estate, It was then ina moment of fury that Valdas set her eyes upon her parents, turing them to mirrored glass and then hing them with a eandle stick. Vaupas’s CURSED MIRRORS Wondrous item, legenclary Valdas eyes now hold mirrors with in them, The mirror it originates from was a simple one with a black wooden frame, however the quicksilver used in creating the ‘mirror was the purest form ever ereated by an archfey ‘who grew jealous of Valda’s beauty, and sick of her vanity, The curse linked to this mirror ean only be broken when the owner learns humility, or in Valda's case her eyes removed. While cursed, the mirror give the owner the ability to create magical, spellike abilities, Exam ples of these abilities are: to travel through mirrors, con- {rol over vegetation, or powerful object based control such as mirrors, glass, stone, or wood. A Quetn’s Caste The Queen of Mirror’ caste ls not what one would eee eae ett ral ie ete trae tneze fo the castle, The caste itself stand igh wth Sbiring white and bluestone Covers, with ma Ie cerita Sve peat el at rn ries GE gelled valle at Be ae fener reve al robe Bc el tout Lain Actions On initiative count 20 (losing ties), the Mirror Queen can take a lair action to cause one of the following magi cal effects; she can't use the same effect two rounds in a * The Mirror Queen presents a mirror that anyone Within a 30 foot radius ean see, it shows their innermost desire + The Mirror Queen can travel through any mirror her body would be able to fit through to another within a 300 foot radius. * The Mirror Queen melts the mirrored floors, making difficult terrain in @ 30 foot radius disk of her choosing Within 90 feet of her. Recion Errects The region containing the Mirror Queen’ lair is warped by her magic, creating one or more of the following ef: fees + Adeep and enchanting forest springs up in a 1 mile radius around the Mirror Queen's Lair + Bodies of water solidify into mi tops. any bloodshed, + Flowers sprout from % , Cc JRSED QUEENS QueeN VaLDas Her POINTS 135 (1848 + 54) SPEED Eo, STR DEX CON INT WIS CHA BEN 18(4) 16 (43) 16643) 1249) 2065) SAVING THROWS. Charisma +10, Dexterity 19 SKILLS Deception #10, Insight + Daw CONDITION IMMUNITIES charmed, frightened SENSES blindsight 120 fe, passive Perception 95 LANG ivan CHALLENGE 15 (13,000 XP) Passive FEATURES. INNATE SPRLICASTING. The Mirror Queen's innate epellcas ing ability is Charisma (spell save DC 18). She can innately cast the follawing spells, requiring no innate components At will: minor illusfon, may Bidays mirror image, clairvoyance 1 day: hallucinatory terrain, compulsion LEGENDARY RESISTANCE (/DAY1. Ifthe Mirror Queen fails saving throw, it ean choose to succeed instead ‘QUICKSHLVER. The Mirror Queeas bloods filed with quick. er giving her an additional 30 feet of movement on he tam. FRAGILE (RECHARGE 5-0. The Mirror Queen attempts to turn A target with must for Ted tu points. On a suceess, the creature's moven Ofor the duration instead. BLOSOM. The Mirrar Queen summons rose bushes before her in @ 100 foot line from het. The branches reach out and slashing any person within 5 feet of them on a Dexterity saving thraw (DC 15 )fal, dealing 10d a sucess the creature takes half damage in ‘SHARDS The Mirror Queen focuses on a single target as shards of mirrars fy from her mouth, swirling through t air and dealing 10d4 piercing damage for | minute that the creature remains in that square [LeceNDaRyActions TEE Valdas can take the legendary action listed below. Only one legentlary action can be used ata time and only atthe end of creatures turn, The Mirror Queen regains spent leg actions atthe start ofits turn EYES OF ALL(G ACTIONS. The Mirror Queen glances into the future using her mierors, doubling the damage of her nex attack or redcing all damage dealt o her by half unt the endl of her next turn, which ever comes first ————————— GriwmDark CHAPTER ONE, MONARCHS OF THE FEYWILD AN INTRODUCTION TO ARCHFEY The feywild is not without some sem the depths of that nonsensical re power is greater than that of fiends, the Great Old Ones of yore, Called the Archfey, these monarchs of the feywild are eneated from raw emotion, from fairy tales that grow too powerful, or from the raw desire ofthe infinite fey that populate that realm. As rulers, each Archtfey holds their own kingdom: Some are small domains, while others range conti nents. Regardless ofthe size, any and all creatures know better than to challenge an Archifey in their domain, Great and mighty dragons dare not make their Inirs in the forests of Titania, and even Asmodeus him self has given pause to invading a powerful Archtey’s haven. Because oftheir powers their beauty, and thelr mas ry of al things fey, beings of all kinds flock to them. Many Archfey have their own armies, servants, slaves, nother such things that obey every command, And in the feywild, where even the grass alive, there om in allan Archfey’s lands that does not un- holds the true power there. tion, we hope to introduce you to two Archfey of our own creation. Both fit1wo different niches of fey character, and both serve as powerful dri {ng forces behind all manner of fairy tales. But be wary venturers, These beings are not to be trifled with unless one has a strong desire to meet their gods eatly. Archfey are meant to be incredibly powerful enemies. Much like Tiamat or the Demon Lords, an Archfey should be something fought at the end of the car paign, and usually under special preconditions. Be ‘wary of their power-they are capable of easily wiping ‘out entire parties of hardy heroes, CiuIN Hunter of the Midnight Forest Of the many archfey, few are as terrifying or volatile as Ciuin. He is a phantom amongst his kin, spoken of in hushed tones or not at all if i can be helped. Those that seck his blessing or favor find themselves delving into a world of madness where they must dance with a monster that even demons and angels are afraid of. In his realm, Ekyo, he rules the sounds of nig ASCENSION THROUGH HORROR The story of Ciuin’s not one that most ears have heard in trath. Most know of the legends that he cloaks himself in but are unable to tell reali ty from fiction, His many titles arise from these legends. Some call him the Lord of Screams, for it is said that his voice contains the sounds of all the screams of the creatures he has killed. Others proclaim him the Sound's Shadow, for it is believed that he can echo all sounds he has ever heard In reality, all of these stories have a bit of (ruth, though none capture the essence of who, or what, Ciuin is. Once upon a time he was a man-an elf, to be exact. He was powerful and, noble and proud; the power of the fey did not corrupt him as it did his kin. His magic was true and he boldly proclaimed that no creature, no matter how foul or how rank, could slay him, Thus, as heroes often do, he took a wife~a human woman-and he built a castle. Here, he put his fame to great pragmatic use. But when one pushes against the world they must always expect it to push back. A great many fey did this elf wrong on his journeys, and they all wanted revenge for his misdeeds. So they joined together, whisked his wife away into the depths of the wood, and put a powerful illu: sion onto his castle so that he could not find it when he left to search for her. In the night these flendish fey tortured the hero's wife, her screams melding with the sounds of the forest. Unable to distinguish them, the hero wandered off into the abyssal darkness, driven mad by the sounds that plagued him. The sun never rose over that wood. The hero was powerful after all, and with his sanity gone, there was nothing left to hold him back. If he could not find his wife physically, then he proclaimed it would be the sound of her voice that would keep him company. With a great magic, he ripped the lungs and throats and tongues from all the things in the forest, in- cluding his wife and those that had captured her, and even the men and servants in his hidden castle. He consumed them all, boiled them into his soul, and trapped their spirits and voices in his stomach. The once beautiful realm the hero ruled became a vile and devilish thing. The Whisper of the Dying, as it was called, could be heard all throughout the realm, always echoing back to those who ventured in. Thus the realm was named Ekyo, and deemed a place no sane mani or fey should enter. Those that did never re turned, and it is said their voices joined the ‘ominous nightly sounds of the forest, forever searching for something they cannot find. Inte h, Ciuin’s hunt for his wife never ended... Believing that she was dead and lost to him, and with her voice within him, he began a Wild Hunt. His realm, Ekyo, will expand into, another plane of existence as he wills it. There he will hunt down fair and beautiful things seeking a replacement body to put the voice of his wife into. Great and powerful cosmic creatures have been slain by Ciuin in this method. He has ripped the tongues from angels and fought Great Ones hurdling through galaxies, all to fulfill bis final quest. These battles have left him a legend in worlds far and wide, and the greatest powers of all the universe know not to attract his attention cna onrentm/ ah 7 (WEF ARCHFEY Exyo. A HAUNTED REALM Home to the mad archfey Ciuin, Ekyo is known under many ominous names and titles. It is a massive forest in the feywild, so large that it is said the sun could rise and fall ten thousand times hefore one could make its way through Within this wood, however, one would find such a tale ridiculous, if only for one simple reason: Ekyo is locked in a forever-night. There is no moon or stars in Ekyo, simply a great darkness above the canopy. The trees are of no identiflable species; they are ever chang ing, like shadows on a wall cast by firelight Likewise the terrain itself is never quite the same. While not as radically shifting as the Imaginary Duchess’ owa land, Ekyo is a place where sound and shadow are the only truly tan- gible materials, It is these two ideas that make Ekyo such a horrid place to adventure in. The forest is alive with an in nite spectrum of sounds. At first they are simply the normal, animalistic sounds of the forest. But, the longer one stays in Ekyo, the more twisted these sounds become. They worm their way into the minds of their victims, and soon those that are still sane hear their ureatest fears from within the forest. When one is continuously hombarded by this cacophony, u off into the shadow or be hunted by the archfey. mind eventually breaks. They will wander Eventually, their voice joins Ekyo's chorus. Despite his madness, Ciuin does not hunt all that enter into Ekyo. Those that make an offer ing to the archfey are permitted to live unmo lested in this realm. The offering must always be something related to how one speaks. They could offer a tongue, or a pair of lungs, or even the bottled voice of a fair maiden. As long as it is taken into the forest and left by its lonesome underneath the boughs of a shadowy tree, the archfey will find it, and one will be allowed to live peacefully. Those that decide to call this haunted realm their home are often twisted individuals al- ready. Psychotic fey, covens of hags, and mon. strous beasts prowl the forests, kidnapping ad: venturers or using the powerful magic of the land for their spells and sorceries, Oftentimes a town can be discovered, and it may very well be filled by those who simply sought asylum in Ekyo. Few hunters or armies ever dare to invade this land, making it a blessed sanctuary for those willing ta pay the price. At the center of this forest is the home of Ciuin, Though his castle is lost to him beca of the illusions placed upon it, he has created a lesser copy of it. It is built out of shadow and sound itself, and it is here that Ciuin rests when he isn’t be iting, Surrounded by the lungs and tongues and voices that he has taken over the years. To enter here is to enter the jaws of death itself, for the archfey holds the most power in his Mute Castle ENTERTAINING CIUIN As with most archfey, Ciuin must be entertained when first met or he becomes wrathful. Any creature that sees Ciuin for the first time must make a DC 15 Performance (Charisma) saving throw as they accept her contract or suffer one of the following effects, removable only through a remove curse or greater restoration spell. 100 Errecr Cinin marks you for the hunt, At night, you hear a 120 chorus of screams. Paranoia overcomes you. The slightest shadow is ara © the greatest enemy. ‘41-69 Y2t'lose your voice, as well as your tongue. ‘igo YU Seek to remove the throats ofall fair maidens, 1-100 The Sound of a song drives you into a bloodlust. mre mil Daca

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