Warsman

"The universe is larger than you can fathom."

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Connor Quinn, "The Blood"

"Is there are point to any of this?"

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"At what point does repetition become reality?"

It started like a normal evening, with glass being smashed in his face.

From that point-on, Connor Quinn exploded into a tempest of fists and headbutts, elbowing for good measure. Each thunderous crack came at the expense of someone else's bloodied nose, broken cheekbone, or ruptured muscle. It happened over a span of twenty minutes, and everyone had the fight thoroughly whipped out of them. Luckily few had to be carted away to the hospital for whatever reason, but a fair share remained in the pub, ice on their wounds. Good old Shackleford's.

Of course, what spurred this quick and decisive bout wasn't an excess of drink, but rather a lack of one.

The taxation on alcoholic beverages was going up again, as per the request of mothers who thought they knew better than anyone else. There was another car crash, both of them totaled, with the man on the receiving end getting a tombstone rather than a stretcher. The man who was driving drunk was in a catatonic state of regret and melancholy. Connor knew both of them, as he often knew everyone in town. Ryan Kingsley, he left out of Shackleford's just with a little buzz. He knew how to handle his beer. Must have had some more in his car, where his wife couldn't find it.

She was already looking for excuses to divorce him and move back in with her mother, this just sealed the deal.

Connor set his half-empty bottle on the counter. He couldn't get drunk anymore, his friends and acquaintances were falling apart. He leaned over to the old man himself, Toddy Shackleford.

"Ya get that paper I ask'd ye fer?"

"Aye, straight from Ily-noisy, can't get anyting else 'bout 'em,"

Connor greedily snatched the newspaper from Toddy, ripping it apart until he got to the story about a growing political movement he had a growing curiosity about.

"What kinda name is 'Warsman' anyway? Sounds like a street punk,"

"Heard 'is real name is Johann,"

"German boy, huh?"

He eagerly absorbed the information about the Neomarch before crumpling the whole thing and tossing it in the trash. Swigging down the rest of his ale, he tipped Toddy and bounced out. His intent was to catch a flight to Chicago somehow. He would be damned if he couldn't get a decent drink anymore.

"Memories can be a broken record, or just broken."

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The Middle Ages were a nightmare for the British Isles. Ireland, Connor's homeland, was besieged on the regular by Vikings. Dublin itself was taken twice within two years, once by Strongbow and his Norman warriors and again by Ruaidrí when he united a massive army to retake it a year later.

Connor was amongst this force, but it would not be the beginning of his strange story.

It started nearly 300 years prior, when he was a young man undergoing his rite of passage in order to become an adult. The Quinn family held charge over the burial sites of their kingdom, now long bereft of lordship. On this particular evening, the spirits were restless. He was to subdue one of the howling phantoms and bring it to eternal rest using the rituals of his clan. However, he accidentally ensnared something far more powerful.

The malevolent spirit proved too strong for Connor to keep dominion over, even when his family came to assist him in banishing the creature. It took the shape of a distant and nefarious demon, revealing itself to be a long-deceased demigod worshiped in the Old World. It had seen its chance to reemerge into prominence, and killed the Quinn family in an attempt to increase its own physical presence on Earth once more.

Before that could happen, Connor did the unthinkable and desecrated the graves of the dead, bringing their ethereal wrath upon the demigod and murdering it in kind. Yet the spirits he had been sent there to calm were instead enraged by his very existence, and cursed him to never die and share in the peaceful sleep of his clan.

For nearly 1800 years, Connor Quinn has endured this curse - if not having become a bit less stable about it. He had once hoped to quietly slip into his dreams and never leave, but life handed him something truly remarkable after all this time.

And all he had to do was fight for his humanity.

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Richard Red, "The Flesh"

"We are... shadows of who we used to be."

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"We can only be shadows of who we choose to be."

The nightmare of the Vietnam War was not lost upon modern civilization. Veterans to this day remember the horrors pervading the thick jungle, the disease, the rotting meat. Men went there are men, and returned as carcasses. The pitch-dark of the jungle, haunted by the threat of imminent attack, lack of sleep and rumors of experimental hallucinogens meant to exasperate fighting potential... it was all a dream.

A horrible, endless dream.

Sometimes, you are locked in a paralytic state, unable to move. Unable to speak. Unable to scream. The fire and blood of that place, fifty years ago, will never be forgotten. It shaped us as a society. How then, would you expect those left behind to forget? Those abandoned to the enemy as fodder, hunted like wild animals for the rest of their days... they became ghosts, shells of their former personalities.

One small collection of these American soldiers, headed by Sergeant Richard Red, ran into such obstacles in the thick vegetation. They had been cut off from relief efforts by a sudden monsoon that flooded the nearby river. Vietcong insurgents surrounded them in the night, butchering those that did not drown in a storm of gunfire. But Richard never gave up on his squad. He had been born a mutant, though suppressed his powers for most of his life following an unfortunate assimilation with the family dog after its death.

Richard Red could assimilate flesh into himself, becoming stronger, extending his life, prolonging the inevitable decay of thought and body. Of course, he never wanted to use it. His memories were intermingled with those of his beloved companion, his instincts and his behavioral patterns changed ever so slightly. Imagine, then, how he changed when his body - slowly dying to blood loss and organ failure - reacted when he assimilated not only the dead and rotting from his squad, but also those Vietcong that murdered them in cold blood.

Ah, such marvelous spectacle, to see the writhing terror in the hearts and eyes of the superstitious soldiers that enclosed around them. Those Americans that kept to their crucifixes were luckily spared the ungodly incident, their souls long departed from the Earth. The blatant mind-bending horror of the Vietcong, however... that would live with Richard for as long as he would. His own mental image skewed, broken, twisted beyond measure.

He was alive, as were pieces of his friends and battle-brothers. Yet the screams overpowered any sense of accomplishment, screams only he could hear. Screams that pervaded throughout the pitch-dark night.

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Rumors of the Red Ghost spread rampantly. It was a spirit of malignant intent, going into the homes of soldiers lost in the war and abducting their families. Soldiers that were not properly buried, left in the jungle to an unknown fate. The fates of those afflicted by the Ghost's curse were never known. It almost seemed as if witnesses to the Communist occupation of Vietnam were targeted, but then the abductions abruptly stopped.

The Red Ghost would not be seen again until nearly five decades later, when a memorial to the soldiers was built in honor of every life spent in the costly war - American or otherwise.

That is when sightings not only started up again, but nearly tripled in number. The Ghost would always go to the foot of the monument, though its reactions would vary. Mostly, it would stand there and salute, weeping gently. Other times it would break down to a fetal position and cry. Rarer still, it would scream, as if remembering some horrible atrocity committed there.

Many times did armed forces try and localize the disturbance, with video feed catching sight of the monstrosity and people reporting physical contact at an alarming rate.

Only once were they successful in apprehending it. When they questioned it, he responded in an American accent.

"I am Richard Red..."

"Please take me home."

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The Black Moon

The Black Moon

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There are many mysteries surrounding Ragnarok. Perhaps the greatest other than that of Warsman's ultimate weapon concerns the curious satellite hovering in its insidious orbit.

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Wasted Potential

Innermost Desires

  • Warsman is a powerful Xelu'tari warrior-mage from beyond time and space
  • He specializes in blood magic and sorceries of the flesh
  • The longer a fight goes on with him involved, the more likely he is to win
  • He can accumulate wounds and keep fighting, because he will never stop
  • His fists will shatter on unbreakable faces, but his blood will wash other them in the process
  • An ability he has called Fleshcrawl causes that blood to sizzle and seep into the pores, infecting his opponent with a crippling, agonizing pain
  • He can cause other bloods to sizzle and fry the target from the inside-out in this way
  • That being said, another ability of his called Bloodquake is a large pulsating wave of blood, washing over his opponents and allowing him to fry them through Fleshcrawl
  • Blackened Earth is another ability of his, and allows Warsman to infect a selected patch of ground with the Feast effect
  • Corpses start to wriggle and writhe on that spot of land, arms and faces all flailing upward in a blind effort to consume those above them
  • This effect is stackable, meaning he is able to lay down multiple Feast effects at once
  • Blood Orgy is a dangerous ability of Warsman's and perhaps his deadliest
  • While in a one-on-one fight, Warsman can succumb to his berserker rage and start attacking with reckless abandon, breaking his own body on his foe if they are stronger than him or beating his opponent to a pulp
  • Regardless of any outcome, he will not stop attacking
  • Defenses, blocks, parries, dodges, everything is moot at this point
  • For the next ten seconds, if you are in melee range with Warsman, you are as good as dead
  • Once he snaps out of Blood Orgy, the resulting gore is his masterpiece to paint with as many Fleshcrawl uses as he wants
  • Warsman is a conduit for blood and gore, violent outbursts, and a walking battlefield
  • Through Engorge, he can regenerate at an astonishing rate at the cost of some of the blood he has spilled, whether it is his own or if it came from another
  • He makes frequent use of this, and has shown to replace entire functioning body parts based on a single red blood cell
  • Bloodgreed is a supplemental spell, allowing Warsman to increase his physical strength, durability, and speed by leaps and bounds with each blood sacrifice
  • This is applicable to others, but the effects could prove deadly if not handled by a true blood mage
  • Sanguis Ignis, "Blood Ignite," is a strange ability where Warsman changes the composition of his blood and the blood he absorbs to be similar to napalm
  • He is therefore able to freely burn everything in his path for as long as he is able to keep casting Engorge to heal himself
  • Sanguis Ignis also changes the effects of every spell except for Fleshcrawl, which behaves similarly regardless
  • Bloodquake is a large seismic wave of fiery death extending in a circular pattern on the ground
  • Blackened Earth's Feast effect causes the corpses summoned to the field to be immolated and screaming, but still functioning
  • While under the effects of Blood Orgy, Warsman's body undergoes a severe increase in heat and fire to the point of causing severe burns just by standing near his opponents
  • Contrary to popular belief, Warsman does not require blood to survive
  • Therefore, he does not require nutrients
  • Whatever he has to sustain his monstrous stamina is self-producing and potentially limitless

Chaotic Majesty

  • Warsman's very touch absorbs the blood and flesh of lesser beings, tearing away entire chunks of bodies he comes into contact with in an instant
  • These attacks are also how Warsman "drinks" blood, as he is considered to be a vampire by definition and not by practice
  • The more he absorbs, the more he can abuse his Fleshcrawl ability
  • Because of his unnatural biology, Warsman's bones are constantly washed in fresh and hot blood
  • This makes them more flexible than normal bone and even if he does manage to bend them to their breaking point, they regenerate through Engorge almost instantly
  • Thanks to Engorge, there is no real sense of self-preservation within the Xelu'tari warlord
  • He can freely attack and continue attacking recklessly, spilling his blood across the entire battlefield and therefore commanding it all through Fleshcrawl and Blackened Earth
  • Nothing is off-limits to him at that point, so those looking to defeat him through bodily mutilation will be stunned at this truly sinister strategy

The World in his Hands

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  • Much like the Golem of Prague and Freddie Dio, there is a spirit that haunts Warsman's footsteps
  • It is not a real Fable, more of a manufactured one on the behalf of the dark wizards of the Xelu'tari hierarchy
  • Due in part to Warsman's own physical perfection, the fighting abilities of his phantom ally are much the same except in one very important regard
  • The phantom possesses the elusive power to stop time in its tracks, but only for five second intervals and then again every five minutes
  • This cooldown is hardly a factor, as it allows Warsman to attack freely, set up traps, or move into positions in the battle itself that put him at a distinct advantage
  • With both Warsman and the spirit he has dubbed "Sunrise Rhapsody" at the helm of devising an opponent's utter destruction, there are few if any who are capable of overcoming them

The Furnace of Eternity

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  • The legacy of Warsman has been passed down from the first and now to Klovis through the transplantation of the eyes
  • They are a portal to the endless void, where the power of the Furnace comes from
  • With the Furnace, Warsman is able to accomplish many feats that are thought of to be impossible in the modern world
  • With but a glance, he can manipulate matter, change water to blood, or erase any given subject of his vision from existence

His real name is Klovis Tepes Dracula.

One of the many bastard sons of the infamous Vladimir Tepes Dracula, everyone around him sensed that Klovis was...different. He dipped his hands into the arcane from an early age, condemning all other practices. He seemed drawn to something beyond those pages, and eventually disappeared from the world entirely under mysterious circumstances.

Now, he has returned at the forefront of a demonic incursion from beyond the fabric of our reality. Where he went, none can truly say except for him. But he is more dangerous than ever, and willing to go to any lengths to ensure that the bloody reign he intends to invoke upon humanity - and all life in this universe - shall last forever.

Artwork of the Flesh

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Base Stats:

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 5

Speed: 5

Stamina: 7

Strength: 7

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The Throne of War: Hour of Twilight

Throne of War - Hour of Twilight

"Where walks the footfalls of doom, the Apocalypse is nigh, and the skies have turned red with the blood of the innocent. The Dark Ones have come. Eternal Chaos shall reign supreme."

Anguish

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Sandman

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Guilt

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Scarecrow

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Lard

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Gnasher

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Warsman - Exalted Voice of the End Times (2nd Form)

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The Throne of War: End of All Hope

The Throne of War - End of All Hope

You have fought long and hard to get here, and it never seems to end. You have shed blood, endured the fires of hell, battled death itself in its purest form, and stood in the face of an entire crusade just to stand where you are standing right now. And yet, this will be your toughest challenge yet. Everything you have done so far has been leading up to this moment. But what awaits you is far more dangerous than anything you have faced. You are not prepared.

The Disciples

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Mallengor the Mantis King

The progenitor of the Metademon race, Mallengor is the first member of the Disciples raiders must face in order to besiege the actual fortress of the dread lord of Ragnarok. He is a dangerous combatant alone, but his elite guards make the fight all the more difficult.

Large swarms of Metademons prowl his barracks and multitudinous halls. Prisons full of unfortunate victims are kept as meals for the deranged monsters, all for Mallengor's ultimate entertainment. He worships the Lord of Battles through deeds of depravity and insanity. Always he hears the voices of each and every of his Metademons, for he controls their massed movements when Warsman is away on more important business.

He is a shrewd tactician, and a crazed foe to be faced.

Agility: 7

Durability: 7

Energy Projection: 1

Fighting Ability: 4

Intelligence: 4

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 5

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Delon Vess

The maniacal leader of the Cult of War and ultimately the one all of its members answer to, it is Delon Vess who is Warsman's greatest advisor and confidant. Many years of listening to the Regent of Ragnarok's untamed voice has rendered him completely mad and deformed, having once been a proud member of the Thrae race. Yet in those insufferable eons of servitude he has forgotten all honor.

In order to please his perfect master, Delon Vess has taken up the mantle of spreading the word of Warsman across Ragnarok and keeping it enforced by any means necessary - the more brutal, the better. It is all in service to the Lord of Battles.

Delon Vess is no great fighter or marksman. He is, however, a marvelous technician and operator of the MXVI-66 Corruptor battlesuit. When faced with an opponent he cannot best alone, he dispatches mobs of elite Metademon guards to stall his enemies while he quickly repairs the suit.

Agility: 2

Durability: 7

Energy Projection: 1

Fighting Ability: 1

Intelligence: 6

Mental Power: 1

Speed: 2

Stamina: 7

Strength: 1

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Titanslayer Axlgroth

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Ambassador Drakken

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Warlord Kaligar Roxom

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Grandmother Charity

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Paladin Queen Vjarda

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Consort of Warsman Anastasia

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Prince Malachenezarr

There are many monstrous creatures upon the surface of Ragnarok. Some of them are not even of this dimension. Thus Prince Malachenezarr arose from the Hellpits, drawn to the world out of an obligation to Warsman. Malachenezarr is a demon lord of the Infernal Phalanx, comparable to The Master who has plagued Skellbrieg for many thousands of years. His power across the length and breadth of the cosmos has earned him many names, mostly of terror, and his reverence to the Eight Gods of Ancient Chaos has been resolute for eons.

The eternal war between his gods and the Titans has continued for as long as time has existed, and his masters are finally beginning to understand that their power is not truly eternal. Thus they have placed their trust in another, a primordial force of all reality that holds and binds together the fabrics of creation and destruction. They entrusted Warsman with the task of finally overthrowing the balance between them and the Titans. Prince Malachenezarr was among the first to join the legions of Ragnarok, quickly exercising his talent to lead through brute force and ascending to not only a position of leadership but also Warsman's inner circle. The demon's brutality is only matched by his unswerving loyalty to the only true power in all of creation, and that is the power of Warsman.

As a demon lord of the Infernal Phalanx, Malachenezarr has an impressive array of powers at his command. Temporal manipulation, Warpfire summoning, and legions of demonic monsters are just the beginning. "Malachenezarr" is a Thrae word, derived from "mal" or "cruel", "achen" which is taken from "Auchindoun" or "tomb of ancestors" and essentially means "old one", and "zarr" which is time. Therefore, his full name in Thrae is basically "Cruel Old One (of) Time" in English. This is no coincidence, as his main means of doing battle equates to using time as a weapon in every sense of the word. He can devour time for no other purpose than to deprive others of their individual timelines, often turning them into dust. This would make him similar to Time Siphons, except he can manipulate time like a physical object as well.

Time is essentially a line, however long or short it might be depends on the lifespan of the organism in question. What Malachenezarr can do is take these lines and make them into any sort of weapon, bladed or otherwise. He can make them as sharp or as blunt as he wants to, using an opponent's own lifespan against them. This creates a miniaturized antimatter zone around the wound, as two of the same person can't exist at once. Their futures are therefore compromised as the antimatter expands and explodes, theoretically depriving Malachenezarr of his own weapon.

Strangely, he can only affect one person at a time with this weaponized future and the weapons he creates do not work on those of separate timelines, therefore often limiting him to Warpfire blasts and his demonic legions in order to focus on one opponent at a time.

Agility: 6

Durability: 7

Energy Projection: 6

Fighting Ability: 5

Intelligence: 6

Mental Power: 6

Speed: 5

Stamina: 7

Strength: 7

Warsman, God of Evil (1st Form)

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a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

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Nolz-Gherub

Nolz-Gherub

Deeper than any Darkbeard tomb or Underhorde tunnel, near the core of Ragnarok, is the vast metropoli of the Nolzen, collectively called Nolz-Gherub. An insectoid species, the Nolzen were hostile to Warsman at first once he ventured into their territories upon conquering the Darkbeard. He won the loyalty of their paragons by going to the Amber Wall, a construct untouched by the Nolzen ever since their first Empress, and caused it to sing with a radiance originating in his control of the Furnace of Eternity. This sent psychic shockwaves throughout Nolz-Gherub, much like the death of a queen in an anthill or the emergence of a new one. In honor of their new master, the Nolzen began to worship Warsman as the Ascendant.

Apostles of the Ascendant

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Ashnajz-Durbog

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Invisibile Stalking Death

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Tzzklak

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Terror of the Depths

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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The Fleshforge

The Fleshforge

Long ago, the Darkbeard Dwarves were driven to extinction by their various enemies. They once worshiped a dark bull-headed god named Bhamut, whose anger drove them to make heinous weapons and engines of conquest. One of these was never found for many years, only to be discovered by Warsman. It was the Fleshforge. Upon reactivation, it produced the fleshbound spirit of King Zagg Nazzulbenezur, who proclaimed Warsman as his new master as thanks for freeing him. Seeing the many idols of Bhamut plaguing the old Darkbeard city, Warsman destroyed them and proclaimed himself the new god of the revived Darkbeard Dwarves.

Children of Bhamut

Living Destruction Morkon

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Master Marksman Hardfel

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Ash-Mage Ramba

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Forgemaster Andvari

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Gundahr, the Howl of Winter

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Darkbeard Emperor Nazzulbenezur

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Bloodfang Mountain

Bloodfang Mountain

A sacrificial altar, a stronghold of many criminal gangs, the site of dozens of battles on a primeval Ragnarok, and the last bastion of the Darkbeard Dwarves before their extinction. Bloodfang Mountain has been all these things and more, as it is a landmark in an otherwise desolate and foreboding place. It casts its enormous shadow over the dominion of Nolzgherub as well as hides the secret location to Warsman's underground empire.

Paragons

Blood Reaver Admiral Santine Hawkstrider

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Grand Arch-Warlock Nordros

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Moon-Priestess Shadowsong

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Paladin Lord Astrakon

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Zexion, Embodiment of Darkness

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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