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The Necrobians - Part Genosha, Part Institute

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desviper
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The Necrobians - Part Genosha, Part Institute

Necrobia

Necrobia is a small nation of mages hidden in an alternate reality. Necrobians are initially from earth and recruited from various persecuted populations of sorcerers, druids, clairvoyants, witches, and shamans. They are trained in magics from the Necrobian Lexicon, an ancient text from this alternate reality, making their magic clash with more common forms of spellcraft. Use of this magic gradually turns the skin pale and turns the blood blue-violet, leading to the terms Blueblood, to describe Necrobians, and Redbloods, a derogatory term for baseline earthlings.

Discovery

Necrobia's founder, Giatia, a goddess of light and life from a lost pagan pantheon, happened upon a Cinnabar Beacon, a disc of cinnabar that -- when placed on the ground in the correct fashion -- will transport one to another reality. Giatia accidentally activated the beacon and was transported to an apocalyptic wasteland. The sky was red and strange runes decorated the sky in place of stars. There was no flora, and undead monsters seemed to rule the land. She wandered for decades, searching for answers and battling the creatures abound.

The Necrobian Lexicon

In her wandering, she discovered a strange book with clockwork arms out of its spine. After learning how to operate the book, she learned that it contained the magics of her exiled pantheon expanded massively. She spent centuries studying the text and learning each spell, except the forbidden ones. In her study she learned to conjure Mercuric Barriers, which prevented entry from this world's haunts, how to generate such barriers with Statues of cinnabar, how to use her powers of life to grow food and cleanse water from the wastes, and, most importantly, how to leave this land and return to baseline earth. She made a few statues, generated a mercuric wall, placed the lexicon on an alter within the walls, and returned to central Europe, centuries after she'd left.

Founding of Necrobia

When she returned, it was during an inquisition by both the church and the Chinese empire. Specifically, the Order of the Chalice, an order of crusaders from the vatican, were hunting down descendants of her followers, bluebloods, those genetically predisposed for the use of her magics. Giatia knew what she had to do. After collecting more Cinnabar beacons, she gathered bluebloods, one-by-one, and brought them to the haven she had created in the alternate wasteland. She established a nation, Necrobia, named after the texts it was founded on. The nation was governed by a council of 5 mages of various sects, with Giatia as the ArchCounciler for life, and since she is an immortal goddess, this meant she had veto power for all time.

The hidden nation thrived for centuries, growing from recruits from genetic bluebloods and even persecuted pagans and druids without "the gift". Anyone could learn Necrobian magics, but those without the genetic predisposition would struggle to master spells, and generally don't rise to positions of prominence in Necrobian society. They also accepted "catalyzers" who used Relics, objects with magical power, or various creatures to achieve spellcraft, although there is prejudice against those who rely on such things.

Giatia continued to guide the nation, slowly expanding the Mercuric Wall, and warding off the Haunts of Necrobia. Her vision was for this nation to persist as a safe haven for spellcrafters away from the persecution of baseline earth, a moderate an incrementalist vision....

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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[galrithius and the new

Galrithius

Classification: Commander
Specifications: Brigadier, Taskmaster
Class Powerset: [unreleased, but whichever has one large pet and many smaller]
Specification Powersets: Vampiric Emanation; Vampiric Assault
Tertiary Sets: Atrophic Aura, Force Manipulation, Flight, Strategy (support)
Other Traits: Astral projection, effective immortality, lasting soul

Backstory

Galrithius was a blueblood raised in a remote village in England sometime in the 1700s. The village was self sufficient, and used blueblood magics passed down for centuries to hide their village, while still accepting outsiders occasionally, being anti-bloodline maintenance. Galrithius practiced necromancy rather openly, often having an undead wolf or mountain lion at his side. Soon after Galrithius had his second child with his wife, The Order of the Chalice discovered their village; the village tried its best to defend against the crusaders, but were ultimately no match for their numbers. They were rounded up and successively burned at the stake. As Galrithius was being tied to the stake, he grabbed the saint hoisting him, drained him of his strength and used it to raise his fallen villagers from the dead, imbuing them with the fire that burned their bodies. The blueblood zombies overpowered enough of the Chalicers for Galrithius to escape, leaving his former villagers to wander or be destroyed by the Order.

Necrobian scouts sensed the massive outpouring of blueblood magic, and arrived to find Galrithius wandering England, in shock, surviving by draining the grass beneath his feet. He was recruited into the hidden nation, and quickly ascended to a leadership of the Mercuric Guard, who watch the wall for intruders. Against Giatia's decrees, he searched the Lexicon's forbidden spells, sacrificing those fallen at the wall to power the clockwork of the book. He learned how to control the lesser Haunts of the wasteland, and more importantly, how to conjure them to baseline earth. He also learned how to achieve a form of immortality by astral projecting his mind out of his body, then healing the damage of aging, and he performed this ritual nightly.

He eventually came open with his discoveries, offering to teach the forbidden spells to any Necrobian that wanted to learn, and the guard under his watch were most interested. Giatia demanded that he cease use of these dark spells, fearing they would corrupt him and her nation. He refused, defending his actions with the improved defenses gained by turning Haunts against one another. This political conflict lasted years, until Galrithius was exiled from Necrobia and his discoveries banned from use. The guard struggled under these new rules. After losing their most powerful defender, Thorin Sunwood, scouts were sent to Galrithius's refuge in baseline earth: the ruins of his village. The offered to support him in a coup against Giatia. He agreed, but ordered them to wait five years for him to develop a plan to defeat the goddess.

After five years had passed, Galrithius returned to Necrobia and with the Mercuric Guard, they opened the Mercuric wall and stormed the Quartz Palace with the Haunts under their control. Giatia destroyed the entire guard and their haunts, but Galrithius used a Garnet Runestone to entrap the goddess, from where she could not escape without the forbidden spells she had refused. Galrithius restored the Mercuric Wall, and instituted a new Necrobian Council, with him as the first ArchCouncilor, except this would be an elected position. With the restoring of the Guard, he generally won the election, and instituted a new vision for the nation: Convergence.

Powers

Galrithius, and most Necrobians, use their control over Necrobian Haunts to enact their vision. These haunts can also be teleported into an appropriate reality, retaining Necrobians' control over them. These haunts can also be imbued with other blueblood magics and the intelligence to use them. Use of magic is accomplished by applying Runes of power onto the Haunts, whereas the intelligence to use them comes from astral runes, invisible to the naked eye. (These same runes can be used on other compatible beings for empowering or weakening). Such haunts include:

Servi (Singular, Servus): haunts seemingly from ordinary humans before Necrobia's apocalypse. They generally have little combat effectiveness, using their undead minds to hunt and kill any living creature sensed. However these haunts are almost always imbued with sets of runes to make them more effective:
-Servus Pyre: simple undead which can breathe fire, and self-destruct on command.
-Servus Frigus: simple undead which can throw icicles, freeze enemies, and cover themselves in ice armor.
-Servus Umbra: smarter undead which can cast vampiric and dread-inducing spells.

Bellator: haunts of seemingly medieval knights, armed with swords, maces, sheilds, or bows. They are larger and more resistant to physical and energy damage, before their armor is considered.

Shades: haunts of north Asian aesthetic, carrying katanas and shrunken. They are much smarter than other humanoid haunts and use tactics to entrap and surround opponents. They can also be imbued with concealing magic and enhancements to their weapon.

Tormentors: massive beasts made of skulls and bones. These beasts are strangely impervious to damage, despite being made of desiccated bones. They initially have dread-inducing auras and can throw black magics, but they can be empowered further with massive elemental controls. One can face a legion of opponents, and drain them before crushing them under their skulls, adding the resulting bones to their mass.

Aside from conjuring haunts. Galrithius also employs a number of draining spells, draining lifeforce, electronic energy, willpower, and even astral essence. These energies can then be taken for himself, or given to teammates and minions.

When faced with more robust enemies, Galrithius will also conjure wrought iron constructs to control and damage opponents. Such constructs can also be imbued with runes of power to increase their effectiveness.

On defense, Galrithius can employ a short duration ethereal effect, making him intangible to damage, but unable to cast offensive spells. This is most often used in melee combat to outmaneuver opponents.

As a last resort, Galrithius has linked his soul to a hidden Relic. So when his body, and even his primary soul is destroyed, he will reemerge again, having learned from his mistakes.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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[mentalian]

Mentalian

Classification: Operator
Specifications: Engineer, Director
Class Powerset: Psychic Control
Specification Powersets: Lethal Assault, Barrier Generation
Tertiary Sets: Teleportation, Solid Form, Lethality
Other Traits: Effective Immortality, Psychic Reflex

Backstory

Trulian McAder was a native of Scotland in the mid-1700s. His clairvoyant and psionic abilities became clear at a young age. As a child he was abused and discouraged from using his abilities. Word spread of the clairvoyant and a Scottish nationalist sect kidnapped him, and murdered many in his village. He was given a noble's life, and his powers were honed and used to destabilize England, contributing to their defeats in the New World. Such power would not go unnoticed by mageseekers. Both the Order of the Chalice and Necrobian Mentalists noticed its use. The Order sent a squadron immediately from the Vatican. Galrithius set a motion in the Council to dispatch scouts to recover the powerful psionic, but the boy was redblood, so no resources would be allotted to his rescue. Galrithius took it upon himself to travel to Edinburgh, against the council's wishes, and recover the boy. He arrived before the Order, and it was not difficult to convince the orphan to elude his captors.

In Necrobia, Trulain struggled to learn blueblood magic. His psychic abilities were powerful, but Necrobia valued use of spells, not powers. He probed the minds of fellow students to try to learn what they knew, or how they knew it, but most had the Gift he lacked, so the information was of no use. In his probe of Councilor Galrithius, he learned forbidden spells, and threatened to blackmail the Councilor. Rather than expel the redblood, he offered to give him a catalyst: a Mentalian, a creature of immense psionic power which can also cast certain Necrobian magics. Trulain excitedly agreed, but Galrithius warned of the consequences: Trulain would be disfigured, and would struggle to control the beast. Trulain insisted anyway, fearing future expulsion.

Once the materials were gathered, back on baseline earth, a Mentalian was summoned. The beast had to be hexed before it could be given to Trulain. The orphan used his psionics to their extend, and Galrithius used nearly every draining spell at his disposal, and the beast was subdued and hexed. The Rite of Reaction was performed, and the beast was combined with Trulian, in a blast of telekinetic energy, damaging Stonehenge and throwing Galrithius meters away. Trulian was left with his skin blackened, covered in violet runes, included to control the beast inside. His eyes lost their pupils and irises and remained starkly violet. Most importantly, a third eye was added to his face, in the center of his forehead. This is the eye of the beast, and would provide subconscious use of Trulain's Powers, and enhance them dramatically. However, as part of the Rite, Trulain could never use his psionic powers on Galrithius, securing his allegiance with the orphan.

The two returned to Necrobia and some were aghast at the Catalyzer but many were proud of him and the lengths he would go to achieve spellcraft. They also noted Galrithius's ambition to add to their ranks and his openness to Catalysts. Some accused him of favor of redbloods, but once samples of Mentlains' blood were taken, they were bluer than most masters of Necrobia.

Powers

Trulain "Mentalian" McAder is a powerful telekinetic, able to stop a bus or throw a small house. He can also use this ability to generate force shields to block projectiles. His is also a strong telepath, able to easily read minds, which when combined with Necrobian mentalism, can bypass many barriers to psionic affect. However, strong implements of his powers are given away by his third eye, the source of much of his power, which will emit light based on the kind of attack used: violet light indicates an "overload" attack, a brute-force sensory attack to disable a mind, also apparent with telekinesis; blue light indicates a depressive attack, using emotional vulnerabilities to demoralize an opponent, possibly leaving them catatonic with depression; red light indicates a rage-base attack, used to frenzy or control opponents; rare yellow light is used to induce mania in another, which can hinder skill or invigorate.

The beast Mentalian can cast Necrobian spells to some degree, allowing Trulain to access the Lexicon. Most often he conjures weapons, which can then be manipulated with his telekinesis. He will also conjure chaos defenses and illusion despell. With enough practice, many Necrobian spells are open to Mentalian. The beast can also combine chaos spells with telekinesis to teleport itself, or its host, great distances. The downside is that when in conflict with other tangible matter, Mentalian will lose any conflict, and can be dismembered.

The Mentalian also gives Trulain some reflexive and subconscious control over his powers: unexpected attacks may be blocked with telekinesis by reflex, so Trulain is not dispatched by a stray arrow. Outside psionic attacks are met with an automatic dread defense: the eye will glow blue, and opponents will have to fight off the depressive wave before continuing an assault.

Later, Galrithius imbued Trulian with twin Runes of Janus: a rune of invigoration and a rune of aging. This would give Mentalian a form of Immortality: Death Phase, being in a state of constantly dying and being reborn. These runes must be refreshed regularly, or Trulain will suffer accelerated aging.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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[Arcaulia]

Arcaulia

Classification: Ranger
Specifications: Hunter, Gunner
Class Powerset: Lethality
Specification Powersets: Force Manipulation, Super Agility
Tertiary Sets: Teleportation, Barrier Generation
Other Traits: Effective Immortality, Unstable mind

Backstory

It started young with Jean Bureau. Sometimes blueblood magic finds its way into the hands of those especially Gifted. The young girl was always "lucky" with card games and dice. As she aged, her parents noticed her skin pale over the years, and her veins seemed bluer than they should be. Life continued as it would for a wealthy French aristocrat, until she fell and cut a her arms severely. The blood that spilled was bright blue from the unconscious use of chaos magic. She waved her hand on the wound instinctively and it healed. Rather than be elated by the miraculous healing, her parents cast her out as a demon. She wandered Versailles begging to get by. Through her unconscious magic, this was enough to get by, she was much luckier than most vagrants. But the open use of this magic was noticed by Necrobians in the area, and she was taken in as a young teen, to hone her skills. It was common to take on a new name when joining, the name "Arcaulia" called to her.

She excelled in most arts: elementism, mentalism, vampirism. But Chaos magic was the obvious specialty. This obscure magic relies on swapping realities with another timeline. Proper schooling with this magic was limited, so Giatia shadowed Arcaulia reading directly from the Lexicon. As she progressed, she came across the side effect of Chaos Magic: just as you are reaching into other timelines, they can also reach into yours. She received random wounds that required healing. Some spells required reapplication, as her luck was drained to another timeline. She consulted Giatia, who took her over to the Lexicon. It offered one solution: Singularity.

The Rite of Singularity allows one to cutoff influence from their alternates. But this would be required twice: once for Necrobia and once for baseline earth. The materials are gathered, including a shortsword, and the Rite is initiated on baseline earth.. Arcaulia is transported to a storming plane over a desert. She continually assaulted by doppelgangers, and she bests them with some ease, but it becomes clear that this fight will be infinite until some ingenuity is applied. She tried limiting the probability of a successful summon, with some success. Against the rules of the Rite, she summons Giatia into the plane. The two then easily dispatch the doppelgangers. After hours pass, the doppelgangers stop, as does the storm. The plane dissolves back into baseline earth, but Arcaulia is left altered. At times she will flicker out of phase with the dimension, sometimes having forgotten what has passed. The random wounds lessened, but did not stop. They began the Rite again in Necrobia, but it refused. Gaitia suspected Arcualia's Necrobian counterpart was long-gone in the apocalypse, so no intrusion would help outside random harmless anomalies. She is rendered permanently unstable, but retains the most control over her form, and proved to be an asset to Necrobia.

She maintained neutrality in Galrithius's coup, and found a position in the new Council. At times she became a political rival of Galrithius, even taking terms as ArchCouncilor. but the two worked well towards Necrobia's vision.

Power

"Everything is happening" is the underlying principle of Necrobian Chaos Magic: magic relying on altering probabilities and bending reality. Arcaulia is the master at applying these spells for offense and defense. Her primary attacks involve conjuring projectiles from alternate timelines: in this dimension, no one is shooting at an opponent, but somewhere in the multiverse, there's a bullet going in that direction.

Arcaulia also bends reality to entrap and disorient foes. Some timelines have oxygen deficiency, some have a hurricane in progress, and some have nothing of note. These alternatives can be conjured to immobilize or stun foes.

She can also employ smaller space-time realities to travel long distances in short periods of time, manifesting as teleportation relative to the base world.

Her legendary spells are her defensive spells, named after her:
-Arcualian Barrier: a shield is summoned composed of several similar timelines. If, say, an arrow is coming your direction, that reality can be swapped with one where there isn't, removing the threat from your reality, but...sometimes there's much worse coming.
-Arcualian Shield: an application of Arcualian Barrier for a personal shield. A shell of reality shields is maintained until a substantial force is applied, this will be transferred across the realities and nullified, but the Shield takes time to refresh, and is used as a last line of defense.
-Arcualain Renewal: in the multiverse, there are realities where you're unharmed. Chaos magic can be used to transfer these areas of the body to your own, effectively healing damage done.

Her singularity event not only limited her alternate selves from interfering with baseline earth, it also fixed her place in space-time, removing the passage of time's effect on her body, maintaining her youth indefinitely.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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[stimiku]

Stimiku

Classification: Ranger
Specifications: Partisan, Gunner
Class Powerset: Vampiric Blast
Specification Powersets: Vampiric Emanation, Atrophic Aura
Tertiary Sets: Superspeed, Massive Melee
Other Traits: Void aura, Violet Wraiths

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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[unnamed technomancer]

[unnamed technomancer]

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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k i need a slot for

Convergence

The title after-the-fact title given to Galrithius's vision for Necrobia: the combination of the Necrobian timeline with baseline earth in a way that allows the nation of Necrobia to control the haunts. Galrithius held this vision long before his coup; Giatia would never invade baseline earth as it threatens the safety of Necrobia and any genetic blueblood remaining on baseline earth. After the coup and imprisonment of Giatia Galrithius immediately began his plot for Convergence.

Theory

Galrithius figured that with the right Relics he could dissolve the barrier between baseline earth and Necrobia, but it needed to be done in a way to bring Necrobians over, but not geography. Necrobian soil and water was poisoned beyond easy savior. His proposition was that powerful relics from diverse geography and opposing nature would allow a global thinning of the veil...with the added bonus of giving Galrithius god-like powers. The following Relics were decided opon.

-The Anubian Amulet: an amulet of the Egyptian god of death and judgement, Anubus. Galrithius already possesed this and employs it for his non-Necrobian necromancy (animating undead rather than transporting them from Necrobia).

-The Crown of Siva: a crown of the goddess Siva, a Slavic Goddess of Life and Fertility. On its own the crown imbues healing and other life-giving abilities.

-The Bracelet of Wi: a bracelet of the Lakotan sun sod, Wi. It allows one to cast sunlight as will and part clouds.

-The Bracelet of Leza: a bracelet of the South African rain goddess, Leza. Alone it can cast streams of water and summon rain clouds.

-The Sash of Tangaroa: a sash of the Hawai'ian sea god, Tangaroa. It allows one to summon tidal waves and localized tornadoes of water.

-The Dagger of Itztli: a ceremonial obsidian dagger of Itztli, an Aztec god of stone and sacrifice. It allows one to summon stone structures from any surface and to move such structures at will. It is currently held by Aztec, a member of the hero group, the Redeemers.

These relics represent pairs of opposing concepts, life and death; rain and sun, earth and sea. The idea being the combination of them would allow one control over every aspect of reality. However, their effects are not compounding: each next relic does not provide more power than either has on their own. Any one relic is also not guaranteed to be able or worthy of wielding it, but with all of them, approval was not necessary.

Execution

On the Day of Convergence, after many adversaries are parted of their relics, including the Redeemer, Aztec. Galrithius gathered his strongest forces to an Island northeast of Alexandria, and initiated the convergence process, sending a wave across the sky, changing it to the Necrobian sky: red and covered in runes. He staged his destiny in Titan City so he could directly oversee the zone of most resistance, a city filled with supers. As Harbinger, with the godlike powers of the relics, Galrithius wrought his haunts across the city and surrounding areas, increasing in radius gradually.

Depending on the actions of the Redeemers and other supers, he would revive any fallen Councilors of Necrobia so they may take part in the battle. They and the rest of the forces, living and undead, would first attack the political and religious institutions. The political institutions for obvious reasons, but the religious institutions as retribution for the centuries of oppression spellcrafters suffered. Any church, big or small, would be a prime target for burning, just as Galrithius's family was burned.

As the battle would turn against the Necrobians, Galrithius would enact Proliferation, activating the potential of any genetic blueblood within the radius, and immediately imbuing the knowledge of spells they're most suited for. This would also enhance the powers of any Necrobian forces left, making them much more effective in battle. This would include Smog, leader of the Redeemers, who would use his powers to make decisive actions in the final moments of the battle, at the cost of his moral character.

Reconstruction Ending

If the Redeemers and their allies are able to free Giatia from the Garnet Runestone. She would massively turn the tide of battle against the Necrobians. She would also use most of her power to contain Convergence, stopping it form spreading across the planet. She would contribute greatly to the final confrontation between the remaining Redeemers, allies, and the last of the Necrobian opposition. They would defeat Harbinger Galrithius somehow. Giatia would relieve him of his relics (except the Anubian Amulet), and take him and any willing Necrobians back to their world to restore order and safety. Many Necrobians would refuse, reintegrating into society as supers and artisans.

Diaspora Ending

If Giatia is not freed from the Garnet Runestone. The battle would be far more difficult, and spread much further than Titan City. Proliferation would occur later, meaning Smog would have less contribution without his blueblood magics. But, the Councilors would eventually fall, and the Redeemers and their allies would overpower the Harbinger. Overused, the relics would shatter, leaving Galrithius with only his (considerable) abilities to fight off the massive resistance before him. In his last moments, he uses his remaining life-force to revive any fallen Necrobians, especially the Councilors, and then he would dissolve into dust. The veil is permanently closed to Necrobia, and the Necrobians are left with no home, so they reintegrate into society, some as supers, some as artisans, but most as prisoners of war.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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I like where this is going..I

I like where this is going..I hope in the future game i could join your team and make a cool witch or something :)

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Redeemer's might be more your

Redeemer's might be more your jam :p Necrobian's are fairly culty

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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In game, my plan is to have

In game, my plan is to have the personal base be Necrobia, then the actual supergroup would be the Star Lords, where Galrithius goes after his defeat at Convergence.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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