Asojano

Suggest a change

Character

Asojano is an Orisha spirit and level-130 city boss encountered by Carl and Princess Donut on the eighth floor. Known as the Lord of Smallpox, he enters a ghommid settlement whose inhabitants become violently unsettled in his presence. His request that the...

Asojano is an Orisha spirit and level-130 city boss encountered by Carl and Princess Donut on the eighth floor. Known as the Lord of Smallpox, he enters a ghommid settlement whose inhabitants become violently unsettled in his presence. His request that the crawlers repair his ruined shrine leads them into a choice among seven Orisha shrines and a fight in which Carl captures him as a T’Ghee totem card. Asojano subsequently fights under Donut’s direction, first in his own form and later as part of the combined totem Lazarus-A-Bang-Bang.

The forgotten Orisha

Carl’s examination identifies Asojano as a noncorporeal spirit and a former god who once commanded considerable respect and fear among the Orishas. The account attached to his identity says that the Orishas’ temples decayed as their worshippers disappeared. Their power waned with that loss of worship, leaving many of the former deities beyond the veil, able to visit the physical world only occasionally. Asojano came to the small settlement to look at a place he had once helped rule, according to that account, without intending to harm its inhabitants. His presence nevertheless brought disease and upheaval. The distinction between his stated reason for arriving and the damage he causes matters: he is the source of the settlement’s sickness even before he decides to attack anyone.

The city-boss description associates Asojano with both killing and healing through disease. The form Carl meets looks human in outline but has pale, nearly colorless skin, a straw skirt, and a reed headdress that hides his face. He carries a wand made of reeds, colored ties, and shells. His steps make the floor sizzle, he smells of decay, and a greenish aura surrounds him. The description also makes an oddly mundane observation: his obscuring hat makes him bump into things. These details place a decaying, disoriented figure behind the imposing title. They do not make him harmless; even the small area immediately around his body looks dangerous to Carl.

The sickness at Pueblo de los Olvidados

Carl’s party enters Pueblo de los Olvidados with Sister Ines, Anton, and Paz. The settlement has been corrupted, its ghommid population transformed into hostile, unsettled creatures. Its gate locks behind the crawlers, and the compulsory quest requires them to find and remove the source of the sickness before they can leave. Paz’s Santero class aggravates the undead and draws their attacks, making the group’s passage through the fog-filled cemetery more dangerous. The initial quest does not name Asojano; it establishes that a visiting spirit has altered the residents and that removing the source may cure them.

Asojano reveals himself when he enters the settlement’s saferoom. His hostile map marker remains visible, but he does not initiate combat there, allowing him to remain inside while the group talks. He addresses Paz as a Santero and asks for help: he says the spirits have been plagued by his presence, that he is trapped, and that the shrine in the temple at the center of town must be repaired to free them. The quest update confirms that he used his shrine’s last power to enter the town and cannot leave. It also confirms that his presence has driven the ghommids mad. Killing him is presented as another possible means of removing the source, although the result is initially uncertain.

The meeting exposes both Asojano’s authority and its limits. When Carl speaks his name directly, Asojano demands that people address him through a priest and threatens disease and curses. He gestures with his wand, apparently expecting an effect, but nothing happens. His health declines while he remains in the saferoom, then begins to recover once he steps outside. Carl and Anton notice the decline and consider whether a capture flag might work if his health falls far enough. Donut, repelled by his smell and appearance, rejects the idea of keeping him as a card at that point. The group instead accepts his proposal to reach the temple after dark.

Asojano says his power is greater at night. The sickness will make the ghommids stronger too, but he expects to hold them back more effectively. When the crawlers leave the saferoom, he has pushed the creatures away from a route toward the temple. He calls Paz onward and stands amid the fog with his arms spread, surrounded by a sickly green glow. His cleared path is temporary: the unsettled ghommids press in from either side, and the party uses stun weapons and Bomo’s protection to cross the cemetery. Carl warns his companions to keep their attacks away from Asojano and to avoid getting too close to him. Their immediate survival depends on the same dangerous presence that has corrupted the town.

Inside the ruined temple, Asojano casts a spell that temporarily keeps the ghommids outside. He stands over his broken shrine and tells Paz to repair it after he completes a preparation. There are seven ruined shrines in the chamber, not just his. As Asojano dances and shakes his wand, a fiery, skull-shaped object called the Sun of Reawakening appears. He instructs the Santero to leave it untouched until his shrine has been rebuilt. The ritual gives the party a visible means of repairing a shrine, while the other monuments make it possible for the outcome to be taken away from him.

The shrine choice and defeat

Ogun, whom Paz and Anton worship, sends the men a conflicting quest while Asojano prepares the ritual. They are told that only one shrine can be repaired and that Ogun wants his own restored. Disobeying will bring a smite upon them. Asojano’s request thus becomes a conflict between an Orisha who needs his shrine to escape the settlement and a god who already has worshippers among the crawlers. Carl first expects to fight Asojano so that Paz and Anton can obey Ogun, but the room’s rules soon expose more choices.

When Anton picks up a piece of Ogun’s ruined monument, Asojano treats the move as betrayal and combat begins. A celestial thorn room presents the group with seven shrines and the single Sun of Reawakening. Restoring Asojano’s shrine would end the quest and return the ghommids to normal, but the announcement specifies that he would not ascend. If they choose another shrine, he will attack, and the temple’s protection against the ghommids will fail. The other shrines offer separate rewards or divine consequences. Asojano’s supposed rescue plan is therefore only one outcome of a forced choice, rather than the only way to save the settlement.

The conflict widens when the spirit of Oshun charms Carl and draws Anton toward her shrine. Anton throws a piece of Ogun’s shrine outside during the struggle, making its repair harder. Carl then directs Donut to attack Asojano while Bomo assembles Yemaya’s shrine. Donut strips the metal pieces and daggers from Bomo’s armor and animates them with Legionnaires of the Damned. The resulting swarm can damage a noncorporeal target, so it surrounds Asojano and cuts into his shield. Donut’s Mute spell interrupts one attempted cast. Asojano nonetheless releases green projectiles that strike Paz and Anton with a persistent, health-draining affliction and disrupt much of the animated armor.

Asojano’s own health also continues to fall. Carl realizes that shutting the temple door has separated him from the ghommids in a way that resembles his decline inside the saferoom. With his shield nearly gone and his health blinking, the boss is reduced to a visibly frightened, boil-covered figure. Carl uses a capture flag on him before he dies. Asojano disappears into a card rather than leaving a boss corpse; Donut later observes that the capture has cost them boss boxes. The act is hazardous at close range: Carl contracts SlugPox as he drives the flag into Asojano. Boils form on him and produce increasingly dangerous pox slugs until he seeks treatment.

The party uses the Sun of Reawakening to restore Yemaya’s shrine. The temple changes, the settlement is liberated, and the surviving ghommids are cured. This outcome confirms that repairing Asojano’s shrine was unnecessary to end the local infection once he had been removed. It does not undo every effect of the fight. Paz and Anton remain afflicted after the town is freed, and Ogun arrives to punish them for failing his instructions. He acknowledges that they drove Asojano away but condemns the return of his sister Yemaya. Asojano has left the immediate confrontation, yet the choice forced by his shrine continues to determine the crawlers’ fate.

A dangerous totem

As a captured card, Asojano becomes one of Donut’s six initial totems alongside Geraldo, Skylar Spinach, Uzi Jesus, Raul, and Shi Maria. Carl regards him as powerful but difficult to command. The party’s deck needs different capabilities, and Asojano supplies debilitating attacks; his strength is less useful if he refuses to respond during the brief period a totem remains summoned. Carl had already weighed that problem before Donut acquired Uzi Jesus, another strong but headstrong card.

Practice confirms Carl’s concern. On his first appearance in a mock battle arena, Asojano attempts to inflict a harmful debuff on Donut herself. The arena’s safeguards block it. He does respond when Donut sharply orders him to act, however, and he fights with force once engaged. In one test he destroys an entire squad of bomber pigs with a movement of his wand, causing disease to erupt across them before they reach the ground. Carl sees a weapon capable of ending a fight quickly, paired with a summoned ally who has already tried to harm the person controlling the deck.

A later practice loss illustrates the other side of card combat. An opposing deckmaster uses snares to freeze and kill both Raul and Asojano; with Donut’s other totems gone, the group loses the bout. Carl subsequently judges that Asojano and Uzi Jesus are too slow or unreliable to make the deck consistently effective against better protected opponents. The criticism concerns timing and obedience, not a lack of destructive power. Their summoned forms can be formidable, but neither can be treated as a predictable extension of Donut’s will.

Donut later combines Asojano’s card with Uzi Jesus to create Lazarus-A-Bang-Bang. The new totem has a different appearance, a variable magical launcher, and attacks that draw on its two sources. It retains many of their skills but has fewer utility-card slots than either original card. Donut finds Lazarus more willing to follow her orders, though still abrasive. The combination changes how Asojano’s powers enter the fight: his disease-centered threat can be used through a single, more cooperative card rather than by summoning the original Orisha alone.

The original form appears again during the fight against Quan. After Donut temporarily combines Lazarus with Skylar Spinach, the combination breaks apart and returns enhanced versions of Lazarus’s two constituent totems. Asojano emerges in a gold form named Lord of Blight — Gold Edition, carrying a short staff topped with a sugar skull in place of his usual wand. While Uzi Jesus fires at Quan, Asojano kneels beside the fallen crawler and lays a hand on him. Boils and multiple debuffs appear on Quan’s body. The card battle ends before Quan dies, and Asojano disappears with the other summoned totems; Quan remains alive but badly impaired, including blindness and an inability to heal. Carl later credits the golden pair with overwhelming him. Their effect on Quan shows that Asojano’s afflictions remain formidable after his defeat as a city boss and his transformation into a card.